Vray ExtraTex Render Element With Dirt map In texture slot causes progressive rendering to hang on pass 0
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Vray ExtraTex Render Element With Dirt map In texture slot causes progressive rendering to hang on pass 0
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Depends on your scene, but still 512 seems unnecessary high. Try with lower values first (the default as a start) and if you are not satisfied with the result then raise the subdivs.Last edited by matanov; 18-06-2019, 11:37 PM.If it was that easy, it would have already been done
Peter Matanov
Chaos
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Originally posted by gadzooks View PostI thought higher the number the nicer the AO would be. what setting is recommended?
The default value of 3 subdivs will shoot 9 AO rays per camera ray, and when you reached the maximum default sampling (100 subdivs) it will have cast at most 9 x 100 x 100 = 90.000 AO rays in total.
This, only in the unlikely event that the AO won't have cleaned to noise threshold well before that value.
512 subdivs is 512 x 512 = 262.144 rays, for each camera ray.
Because of how V-Ray works, those rays will *all* have to be cast first, and then V-Ray can check what the noise level is.
So it'd take 3 times the max samples than the default, on the first pass only.
It'd then likely stop sampling it, but the damage by then would be done.
If you had a min AA higher than one, it'd cast all those rays more times than once, compounding the endless wait.
if you have many AO maps around a scene, i can give you a little one-liner script to reset them all to default subdivisions (paste into the maxscript listener and press the keypad enter):
Code:for ao in (getClassinstances vraydirt) do ao.subdivs = 3
Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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