Hi,
I have really been enjoying the new VraySSS2 Material shipped with Vray 3.0, especially the new Object-Base Illumination Method, I get much cleaner/accurate results around collision areas and provides a more appealing look in general. It is however, base on my testing, extremely expensive vs the Pre-Pass Illumination map method. It does speed up considerably by decreasing the "Samples Per unit area" parameter, but this is not without a considerable decrease in quality. Does anyone have any other suggestions for how I could optimise the VraySSS2 shader when using this method? Does this method respect the Prepass ID parameter, and would there be any benefit to using an ID of 1 across all objects? I thought about scripting the sample-units per area based on distance to camera, which could work, but have a feeling would lead to a different overall look, perhaps it would not be noticeable.
I have really been enjoying the new VraySSS2 Material shipped with Vray 3.0, especially the new Object-Base Illumination Method, I get much cleaner/accurate results around collision areas and provides a more appealing look in general. It is however, base on my testing, extremely expensive vs the Pre-Pass Illumination map method. It does speed up considerably by decreasing the "Samples Per unit area" parameter, but this is not without a considerable decrease in quality. Does anyone have any other suggestions for how I could optimise the VraySSS2 shader when using this method? Does this method respect the Prepass ID parameter, and would there be any benefit to using an ID of 1 across all objects? I thought about scripting the sample-units per area based on distance to camera, which could work, but have a feeling would lead to a different overall look, perhaps it would not be noticeable.
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