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  • Object selective sample count multiplier

    Not sure if this is feasbile, but I thought it may be a good idea to have a multiplier of some kind in the vray rollout of the object that adjusts the amount of samples calculated for that specific object. This way you could manually adjust the samples for more detailed geometry whilst keeping the samples for larger/none detailed objects fairly low. Thus having more control of render time.
    Regards

    Steve

    My Portfolio

  • #2
    Not sure if this is feasible either, but it would be great for a situation I had today. I had this bathroom render going, and it was speeding through 90% of it, then it hit the crystal chandelier. Oh boy. I ended up cancelling it, tweaking settings and just using the mouse to render the buckets on the chandelier.

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    • #3
      Yes, would be great !!!
      My Flickr

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      • #4
        I'm lost here.
        What sampling are you referring to?
        If it's GI, that's already there with IRMap (it's very adaptive, just choose a low enough min rate), if it's not (chandelier meaning glossy reflections/refractions) that's driveable through the material itself.
        as i said, i'm confused...
        Lele
        Trouble Stirrer in RnD @ Chaos
        ----------------------
        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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        • #5
          Im talking about the gi sample count...I did say, if this is feasible. I know that this would not be a material option for reflective/refractive parameters. I was thinking it would be better to have control over individual objects gi sample count rather than having to apply an overall solution using the Irr map controls. Surely that would give more control over smaller areas ? I may way off here as I dont understand the mechanics of vray completely.
          Regards

          Steve

          My Portfolio

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          • #6
            Originally posted by ^Lele^ View Post
            I'm lost here.
            What sampling are you referring to?
            If it's GI, that's already there with IRMap (it's very adaptive, just choose a low enough min rate), if it's not (chandelier meaning glossy reflections/refractions) that's driveable through the material itself.
            as i said, i'm confused...

            I was whishing for glossy reflections/refractions
            My Flickr

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            • #7
              Isn't the speed and quality of glossy reflections/refractions already controlled individually per material by the subdivisions and the use of interpolation in the VRayMtl Basic parameters

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              • #8
                I was just talking about GI sampling.
                Regards

                Steve

                My Portfolio

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                • #9
                  Originally posted by stevesideas View Post
                  Not sure if this is feasbile, but I thought it may be a good idea to have a multiplier of some kind in the vray rollout of the object that adjusts the amount of samples calculated for that specific object. This way you could manually adjust the samples for more detailed geometry whilst keeping the samples for larger/none detailed objects fairly low. Thus having more control of render time.
                  It can probably be done for the GI, perhaps in the Object settings and/or the material wrapper... I'll have to think about it.

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

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                  • #10
                    I think he may have been talking about AA - i'm not sure. Like if you added an option for Max AA Samples in VRay Properties and VRayMtlWrapper.

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                    • #11
                      Something similar to shading rate per object in RenderMan ? This would be very nice.
                      http://mikebracken.cgsociety.org/gallery/

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                      • #12
                        Originally posted by mmikee View Post
                        Something similar to shading rate per object in RenderMan ? This would be very nice.
                        V-Ray is not a micropolygon renderer, so this is not possible in the same way.

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

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