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  • Sketch renders time vs quality

    This has proberbly been ask 100 times before but... so please feel free to post a relevant link.

    I'm an architect, and not so technical founded. I'm trying to archive some ok quality sketch renders, as fast as possible, using preview and GPU.
    Therefore I have a couple of questions.

    Can someone explain or send me to a kind of a "quick-guide" that explains the primary parameters like, and how they influence on the result and speed?
    - adobtive lights (one? as I only have the sun)
    - max trace depth
    - max ray intensity
    - gi depth

    The scene is an interior, has some areas with glass - i have attached a low quality image of the scene.
    I use Nvidia AI as denoiser, as I understand it's the fastest, but not the best - but here I'm looking for speed over quality

    Thanks
    Attached Files

  • #2
    Hi Jorgensen This has indeed been asked multiple times, which is why we've prepared a detailed article on the matter: Render Settings Explained - Quality vs. Render Time
    Please do have a look at it.

    Regarding the particular questions:
    1. Adaptive lights - here we've got a very detailed explanation on the matter, but to sum it up: This method relies on the Light Cache pass, giving V-Ray a good overview of what is actually happening in the scene. I.e., instead of picking 5 random lights, we can pick 5 lights that are the most likely to affect the shaded point, helping V-Ray to achieve a cleaner solution faster.
    2. Trace depth - represents the maximum number of bounces that are computed for reflections and refractions. The individual material reflection/refraction depth settings are still considered, as long as they don't exceed the value specified in the Trace Depth parameter itself.
    3. Max ray intensity - suppresses the contribution of very bright rays, which may typically cause excessive noise (fireflies) in the rendered image. It is applied to all secondary (GI/reflection/refraction) rays and allows fireflies to be effectively suppressed without losing too much HDR information in the final image.
    4. GI depth - controls the number of secondary bounces for indirect illumination when Brute Force is used.
    5. NVIDIA AI denoiser - does, indeed, perform the denoising faster, but is not consistent when denoising render elements. This means that there will be differences between the original RGB image and the one reconstructed from render elements that are denoised with the NVIDIA AI denoiser. It also doesn't support cross-frame denoising and will likely produce flickering when used in animation.
    Hope this will be of help.
    Nikoleta Garkova | chaos.com

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    • #3
      Hi Nikoleta

      Thanks for your reply. It will definitely help me further.

      Thanks.

      Kind regards

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