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vray reflection passes - saving reflections of the scene??

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  • vray reflection passes - saving reflections of the scene??

    ok, I was wondering if there is a way to save say a "reflection map" of the reflections in the scene like we can save the imap for the Gi/lighitng in the scene and then reuse it....

    that's cause everytime I want to render a small region for testing purpouses it still recalculates ALL the reflections for the scene and it takes 20 mins even though all I wanna see is a small region....

    any other way around this - quicker reflection renderings if for a small reagion if the image rather then the whole thing??

    thanks,

    paul.

  • #2
    Do you mean the interpolation of the reflections? There's no way you can save them...

    Use blowup instead of region, and decrease your image size to something small. that way you will not have to calculate all the prepasses for reflections of the whole image, only the blowup region
    Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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    • #3
      I see.....I'll use blowup rather then region....
      sometimes when i render reflections i notice that the reflection passes change in number...what's that due to ??...I mean what's the number of prepasses for reflection dependent upon?...


      thanks flipside.


      paul.

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      • #4
        It depends on the min max settings of your interpolation, together with your min max settings for IR map. If you have four passes for GI and 3 for reflection, you will not have 7 prepasses in total. I don't how the total number is defined... I believe there's a checkbox in the material options to disable the two working together, but you better leave it as it is.

        So the total number can only change if you change either IR min max settings, or interpolation min max.
        Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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        • #5
          It works something like this:



          These are just two hypothetical scenes with different irradiance map settings and two interpolating materials. If you read the charts vertically from left to right you see what is computed in each pass. For instance in the top chart, the passes work like this:
          1. Mat1
          2. Mat1
          3. Irradiance, Mat1
          4. Irradiance, Mat1, Mat2
          5. Irradiance, Mat2
          6. Mat2
          Torgeir Holm | www.netronfilm.com

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          • #6
            egz:

            those charts help a LOT......thanks: I can see now.
            I didn't know that min/max for interpolation would have that much affect on the whole process.....that puts things in prespective!!

            thanks again, flipside and egz.


            paul.

            EDIT: egz, I think it'd be cool if you want/have time to put those charts/explination on the vray.info site - many people new to vray find the passes increasing decreasing thing kinda puzzling at first and somewhat confusing....this would help clarify, IMO.
            just a suggestion, though...

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            • #7
              yep, I'll be adding them to the site soon.
              Torgeir Holm | www.netronfilm.com

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