this most updated version of vray is much much slower at rendering than the version maybe 3-4 months ago.....wasup with that?
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super slow vray version now?!
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Re: super slow vray version now?!
The way we handle refraction is different. It is more realistic now, and unfortunately, slower. You should be able to combat this by changing your refraction max depth from 5 ( the older default ) to 2 ( the new default ). Also if you make the cutoff higher for your materials it will speed up the render time ( but can introduce artifacts if you go too high ).Best regards,
Joe Bacigalupa
Developer
Chaos Group
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Re: super slow vray version now?!
Originally posted by Joe BThe way we handle refraction is different. It is more realistic now, and unfortunately, slower. You should be able to combat this by changing your refraction max depth from 5 ( the older default ) to 2 ( the new default ). Also if you make the cutoff higher for your materials it will speed up the render time ( but can introduce artifacts if you go too high ).
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Re: super slow vray version now?!
Although the tutorial sounds like a good idea, its actually a really hard thing to do. Why you ask? Well first off, every scene is different, and the optimal settings for one scene may produce crappy results in another and be completely overkill in another. So there isn't one magic setting that will make everything better. Secondly, I don't know what kind of quality you want. In some cases what I think is a quality render may be unsatisfactory for you, and what I think is unsatifactory may be exactly what you want. Lastly, the same scene set up different ways (i.e. different lighting/materials) may each have a different "best" settings.
As far as things that I would almost always say hold true, here's my list (its not too long and the speed increases may be anywhere for significant to negligible).
-Use Irradiance Map for primary bounces. One of the things I see allot is people using QMC and thinking that it should be the speed of light. QMC is the slowest method of calculation and if you want to use it, don't expect it to be very fast.
-Use rectangular lights. The are two reasons for this. First off is that allows more light to bounce around your scene, which decreases the number of lights that are needed. The second is that that if you enable Store with Irradiance Map then that will allow for those lights to be calculated even faster.
-Use Light Cache for secondary bounces. There are three things that this will help. First off the quality setting is very easy (low subdiv=low quality, high subdiv=high quality). Second if you enable Use for Glossy Rays then that will speed up the calculation of glossy materials (however the quality of those materials is tied to the quality of the LC solution). And third is enable Store Direct Light that will help the direct light calculations proceed faster.
-For antialiasing I tend to use Adaptive subdivision rather than Adaptive QMC.
-In the QMC sampler set the Adaptive Amount to either 1 or .95 and (if you want) set the min samples to 6 or 4
There are other things, but those are more scene specific. I will put the tutorial on my list of tuts to take care of. Depending on how well I can get the framework setup, it may wind up being developed. Ultimately the best way of figuring out how to get better results faster is testing, testing, testing. Not only in the general sense of working with vray, but also on a scene by scene basis as you progress through test renders. Hope this helps.Damien Alomar<br />Generally Cool Dude
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