Announcement

Collapse
No announcement yet.

Vray lightmat. quality

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Vray lightmat. quality

    When using Vray light material, how exactly does vray compute the sampling? Why doesn´t it have a sampling paremeter as the vray light?

  • #2
    Because it is essentialy a self illuminated material so you control the quality through the Irr map and noise threshold parameters..
    Natty
    http://www.rendertime.co.uk

    Comment


    • #3
      Is that the same as store with irr map for vray lights?

      Comment


      • #4
        Yep, pretty much, but the sub divs in the vraylight still have some affect on the quality.
        Eric Boer
        Dev

        Comment


        • #5
          the difference is:
          vray light - is a light source which is understood by a renderer as point in space which emits direct rays and is not dependant on anything else other then itself.
          vray light mat - is a shader, which depends on object to emit rays, and is dependant on the gi only paramiters. So it doesnt emit direct rays, it emits gi rays. As natty said, you can control the light mat through gi, and through qmc noise threshold.
          Dmitry Vinnik
          Silhouette Images Inc.
          ShowReel:
          https://www.youtube.com/watch?v=qxSJlvSwAhA
          https://www.linkedin.com/in/dmitry-v...-identity-name

          Comment


          • #6
            I personally stay away form vraylightmtl whenever possible. You just have alot less room to maneuver settings wise.
            ____________________________________

            "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

            Comment


            • #7
              indeed. i think vray light mat is there for those special cases, plus its a selfilluminated mat, so it can do some effects. Nothing more. i think whene vray light will support custom objects for shapes then vray light mat can be modified to be used as self iluminted mat only.
              Dmitry Vinnik
              Silhouette Images Inc.
              ShowReel:
              https://www.youtube.com/watch?v=qxSJlvSwAhA
              https://www.linkedin.com/in/dmitry-v...-identity-name

              Comment


              • #8
                I use it quite a bit, instead of a max mat with self illum. But usually excluded from GI.
                Eric Boer
                Dev

                Comment


                • #9
                  a nice usage of vray material by italian customer

                  take a look here there is someone who use vraylight mtl very good

                  http://www.treddi.com/forum/index.php?showtopic=15315

                  Wink
                  Workstation: Asus p9x79WS I7 3930K Noctua NH-D14@4200GHz SE2011 16GB RAM Kingston Hyperx Beast SSD 500Gb Samsung x2 SATA3 WD raid edition4 64MB GTX760 2GB DDR5 CoolerMaster 690III

                  https://www.facebook.com/essetreddi..../photos_albums

                  Comment


                  • #10
                    nice little article, but from what I could gather from the pics only, it kinda confirmed what I already knew: That in a comparison between GI lights and Vray lights, at an equal rendertime, usually the GI lights look alot worse and have really bad shadow definition.

                    I also do what rerender suggested alot: which is use it strictly for a self illum light only and exclude it from casting any GI.
                    ____________________________________

                    "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

                    Comment


                    • #11
                      excuse me percy but read better the comparision in rendertime between vraylights and vraylightmaterials to geometry and if u tweak a little with number of hsph and lower the interpolations in irrad map parameters especially in scene with high number of lights

                      bye
                      Workstation: Asus p9x79WS I7 3930K Noctua NH-D14@4200GHz SE2011 16GB RAM Kingston Hyperx Beast SSD 500Gb Samsung x2 SATA3 WD raid edition4 64MB GTX760 2GB DDR5 CoolerMaster 690III

                      https://www.facebook.com/essetreddi..../photos_albums

                      Comment


                      • #12
                        your right. large numbers of vraylights really increase rendertimes where the GI lights comparitively dont. Which is best to use, is really dependant on your scene. Where I need better looking shadows, I just use vraylights, which is most of the time. We have a very pretty good renderfarm here, so longer rendertimes are not as big a deal as they once were.
                        ____________________________________

                        "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

                        Comment


                        • #13
                          hey so lucky u are
                          but as always people haven't renderfarm or dual core try to get the same quality as high parameters could give but in lower rendertimes as possible so those useful techniques born
                          Workstation: Asus p9x79WS I7 3930K Noctua NH-D14@4200GHz SE2011 16GB RAM Kingston Hyperx Beast SSD 500Gb Samsung x2 SATA3 WD raid edition4 64MB GTX760 2GB DDR5 CoolerMaster 690III

                          https://www.facebook.com/essetreddi..../photos_albums

                          Comment


                          • #14
                            Depends if you actually want any definition in your shadows though, all through that test I cant see any one where i'd pick the GIlights over the standard.
                            Shadow detail is one of the last things i'd try to cut down on when lowering the quality for a quick render.

                            Comment


                            • #15
                              Detail Enhancement fixes most if not all the detail issues with the light material precision (or QMC used as primary, of course).
                              It has some heavy speed price, but from a slow rendering to not being usable at all there's a lot of gorund to cover (quick geometric lights sounds like an oxymoron to me...)

                              Lele

                              Comment

                              Working...
                              X