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Vray Basic <---> VRay Advanced

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  • Vray Basic <---> VRay Advanced

    Hello, I´ve searched a time but I can´t find: The differnces between Vray Basic and VRay Advanced!

    Perhaps I will buy vray but I would like to know the differences between the two versions.

    Thanks in advance.


    gösi

  • #2
    hi here's the disciption straight out of the manual.....

    Features included in the Basic Package
    True raytraced reflections and refractions (See: VRayMap)
    Glossy reflections and refractions (See: VRayMap)
    Area shadows (soft shadows). Includes box and sphere emitters. (See: VRayShadow)
    Indirect Illumination (global illumination, global lighting). Different approaches include direct computation (brute force), and irradiance maps. (See: Indirect illumination)
    Motion Blur. Includes Quasi-Monte Carlo sampling approach (See: Motion blur)
    Depth-Of-Field camera effect. (See: DOF)
    Antialiasing. Includes fixed, simple 2-level and adaptive approaches. (See: Image sampler)
    Caustics (See: Caustics )
    G-Buffer (RGBA, material/object ID, Z-buffer, velocity etc.) (See: G-Buffer )
    An optimized material for faster rendering and special effects like translucency (See: VRay material)






    Features included in the Advanced Package
    Includes all basic features plus:

    G-buffer based antialiasing. (See: Image sampler)
    Photon mapping (See: Global photon map)
    Reusable irradiance maps (save and load support). Incremental sampling for fly-through animations. (See: Indirect illumination)
    Reusable caustic and global photon maps (save and load support). (See: Caustics and Global photon map)
    Motion blur with analytic sampling (See: Motion blur)
    True HDRI support. Includes *.hdr, *.rad image loader with proper texture coordinates handling for both cubic and angular maps. Map your images directly without distortions or cropping.
    Native area lights for physically correct illumination. (See: VRayLight)
    Native material for more physically accurate and faster materials calculations. (See: VRay material)
    Distributed rendering for utilizing all of your studios computers. Based only on TCP/IP enables one to connect through the Internet as well. (See: Distributed rendering)
    Different camera types: fish-eye, spherical, cylindrical and cubic cameras (See: Camera)
    Displacement mapping. Includes a fast 2D bitmap algorithm as well as true 3D displacement mapping. (See: Displacement mapping)
    Natty
    http://www.rendertime.co.uk

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    • #3
      yeah...thank you a lot

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