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Dumb question: what essentially is the difference between IPR and RT?
I hope you don't mind my rusty explanation and correct me if I'm wrong but think of V-Ray as being made of two different engines. Also think of Chaos group being a software developer made of different departments each with their own focus.
The developers make V-Ray and its features primarily with coding for CPU based rendering. This makes coding easier, better to debug more stable and reliable. I also suspect they develop primarily for 3ds max and CPU after that its features have to be remade for other platforms like Maya and so on.
V-Ray RT is an engine developed by the GPU department of Chaos Group. They have to rebuild all the features that the CPU engine offers from scratch with languages that run on graphics cards. The RT Engine can be run on CPU or CUDA.
IPR is Iterative Preview Rendering and can be done in CPU and GPU Engines. You can make live updates at render-time and is used heavily in look development.
I hope you don't mind my rusty explanation and correct me if I'm wrong but think of V-Ray as being made of two different engines. Also think of Chaos group being a software developer made of different departments each with their own focus.
The developers make V-Ray and its features primarily with coding for CPU based rendering. This makes coding easier, better to debug more stable and reliable. I also suspect they develop primarily for 3ds max and CPU after that its features have to be remade for other platforms like Maya and so on.
V-Ray RT is an engine developed by the GPU department of Chaos Group. They have to rebuild all the features that the CPU engine offers from scratch with languages that run on graphics cards. The RT Engine can be run on CPU or CUDA.
IPR is Iterative Preview Rendering and can be done in CPU and GPU Engines. You can make live updates at render-time and is used heavily in look development.
how do you choose to use GPU & CPU rendering for IPR? or does it do that by default?
Default settings in 3ds max are progressive rendering with the CPU based V-Ray Advanced Engine.
To start and IPR, click the teapot/Play button in the VRay Frame Buffer
I have never really used RT engine.
Thanks for the replies, I know how to use IPR, but what i'm wanting to know is does it use the CPU & GPU as you mentioned in your earlier post?
and if so is that default or is there a way to choose which configuration you prefer like you can with RT...?
The plan should be to have CPU Adv render that can be used as production and interactively (IPR).
Also, having V-Ray GPU that can be used as production and interactively (IPR/Active Shade).
It is pretty much the case with 3.2 onwards (and the IPR in 3.5 onwards), but the UI can be simplified a bit to clarify that.
...I know how to use IPR, but what i'm wanting to know is does it use the CPU & GPU as you mentioned in your earlier post?
This is now my standard rendering format!
Simply designate Vray RT as your Production Renderer, use CUDA as your standard RT Render Engine Type, and make sure that c++/cpu is checked in the Vray RT Render Devices Select section.
Hit the IPR button in the Vray Frame Buffer and Bang! You are now using all of your CPUs and GPUsinIPR - not to mention LC/BF as your default GI which speeds things up as well. Turn on the Denoiser and you potentially have some pretty dang fast rendering times whether you are test rendering or final rendering. Vray 3.6 has really brought us to new places!
Of course, your renderer in this case is Vray RT, so all RT rules apply...
Simply designate Vray RT as your Production Renderer, use CUDA as your standard RT Render Engine Type, and make sure that c++/cpu is checked in the Vray RT Render Devices Select section.
Hit the IPR button in the Vray Frame Buffer and Bang! You are now using all of your CPUs and GPUsinIPR - not to mention LC/BF as your default GI which speeds things up as well. Turn on the Denoiser and you potentially have some pretty dang fast rendering times whether you are test rendering or final rendering. Vray 3.6 has really brought us to new places!
Of course, your renderer in this case is Vray RT, so all RT rules apply...
I do use displacement, but perhaps not as often as other folks. In other words, over the years I have learned to use it only after everything else (mapping) has failed.I did just use it in a scene last week and although it acted a bit differently than Vray Advanced, I was easily able to make it look the way I wanted.
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