Announcement

Collapse
No announcement yet.

Independent antialias sampling per object....

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

  • Independent antialias sampling per object....

    Is it possible to independently set antialias per objects or material with Vray? In this scene I'm working on, I managed to get a noise free shadow and all looks pretty good, but, I have a few photos on the front of the fridge I'm rendering, this photos are just a simple plane with a simple texture, no glossy effects or reflections, very plain, but the rendered is taking a lot of time to render the tiles when it get to those photos, which by the way are pretty small in the frame, may be 10% of the screen area, and the render tiles glide through the rest, a if I render the element that shows you the samples, that part comes red, and I see no reason for the renderer to need that much time on those photos... Can some how lower the sampling for just those elements and leave it intact for the rest of the scene?

    Hope it make sense.

    Thanks.

  • #2
    Currently no. It is on the "to do" list though.

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

    Comment


    • #3
      In theory I guess I could just put a gray texture so the object cast the shadow, and then do another pass with just the texture right? Ultimately I was planing to send the whole scene to Flame and add the texture of the photos to the mesh in Flame for quick changes turnaround. Just a flat color should waste no time on that object right?

      Comment


      • #4
        Using only the diffuse color or solid color texture will cost less time to render. The DMC sampler will use the minimum subdiv. for that area.
        Tashko Zashev | chaos.com
        Chaos Support Representative | contact us

        Comment


        • #5
          if you wanted to, render them with a grey material on, then put the textures you wanted in vray extratex, with "consider for AA" turned off.. use exclude to only have the geometry you need. bit of a hack but might save some rendertime.

          Comment

          Working...
          X