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  • #16
    Where do you normally start from vlado with that value?

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    • #17
      as a matter of fact.. i do. i rendered it now, but good one to bear in mind.. i thought the adaptive amount at 1, only really gave issues with the imap.

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      • #18
        Originally posted by joconnell View Post
        Where do you normally start from vlado with that value?
        With the default I wouldn't normally increase it past 0.9

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

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        • #19
          Grand so - It seems like the 1.0 value has been slightly debunked!

          Where does something like motion blur subdivs fit into all this also? I can totally understand The AA sampler being able to reduce the number of material and Light subdivs of an object since the eye rays will hit a surface, but for motion blur subdivs how does that tie in with the various unified sampling parts? Would it be considered almost like extra geometry (eg AA style) sampling rays being added in with a motion blurred object almost being treated like duplicates of the same mesh at different positions in time?

          What would be the way to think about your motion blur subdivs and how they're affected by aa reducing other samplers - would it be the same thing of your subdivs being reduced by the rate of the aa?

          Much appreciated for the advice again!

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          • #20
            The rays for sampling motion blur are very similar to the rays for AA. I usually leave motion blur to the adaptive DMC image sampler.

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

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            • #21
              Ah okay - they're considered a "surface" thing in that case since it's almost like increasing the hit area of a piece of geometry, and that then feeds into the various loops of light and material sampling?

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              • #22
                I usually go with 0.7 adaptive, 0.004 noise threshold for final quality render, 0.95 and 0.01 noise threshold for tests.

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                • #23
                  How do you render AO pass with VrayDistanceTex?

                  Originally posted by vlado View Post
                  You can't for the moment - I just gave it as an example for the effect that is needed.

                  Best regards,
                  Vlado
                  is it possible to do it now? i'm still on the vraydirt extratex element. it works fine, but is kind of slow and grainy, not to mention very picky on flipped/double faces.
                  are there more efficient ways to do AO render element these days?

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                  • #24
                    The best consensus seems to be that it doesn't play nice with the sampling of your average scene, so you're better off doing a utility pass render with different aa settings for this and also using 32 bit output for your depth and point position passes. Distance tex still needs to be configured with objects to calculate itself and it won't allow you do add in two objects that affect each other, so it's harder to just add in as a render element like dirt is.

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                    • #25
                      ah, ok thanks joconnell, i guess i'll do an extra ao pass then.
                      but, uhm, what exactly do you mean by 'utility pass', are you referring to that ao script someone made ages ago?

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                      • #26
                        Not so much that, it just seems like a lot of the big vfx vray users just do a second scene for passes that don't need the materials and lighting of the main scene so they can use lower anti aliasing and also save in 32 bit without making huge exr files!

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                        • #27
                          I usually do as you mention Jo.
                          Quick to set up and quicker to render as well.
                          Chris Jackson
                          Shiftmedia
                          www.shiftmedia.sydney

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                          • #28
                            The latest version of mental ray can render out an AO pass on the GPU at the same time as rendering the beauty pass. Any chance of something like that finding its way into V-Ray?

                            http://www.youtube.com/watch?v=wG183KmxlKs

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                            • #29
                              No, but V-Ray RT GPU can do render elements (AO included).

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

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                              • #30
                                Originally posted by vlado View Post
                                No, but V-Ray RT GPU can do render elements (AO included).

                                Best regards,
                                Vlado
                                does this require vray 3 ?

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