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some insights on how vrayRT works?

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  • some insights on how vrayRT works?

    Hi,

    I wonder how vrayRT works behind the scenes:

    GI, does it always use in fact the light cache progressive path tracing? Or does it use whatever is set in the normal vray render options (for example IR maps + brute force).

    What render settings from the normal vray renderer does it take into account? Because the window updates with whatever change you make, but for example the DMC sampler settings noise threshold doesn't do anything in VrayRT right?
    What about glossy subdivs, area light subdivs, etc...

    I'm trying to figure out the small differences between RT and normal render, since I usually like the RT version better

    For example this image:



    Difference isn't huge, but the slight contrast increase is better in the RT, also the lighting color is warmer. Of course I could tweak it so the render looks the same, but I wonder where these differences come from.

    Kind regards,

    wouter
    Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

  • #2
    Or look at these two, save and watch them in a viewer one by one, the difference in lighting color is huge. I'm just wondering why that is. It seems to handle the hdri in a different way, why else would the overall color cast be more blue or yellow between the two?

    VrayRT:



    Normal Vray:




    Wouter
    Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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    • #3
      By the way, it's all in the GI solution because with GI turned off, the 2 images are identical.

      wouter
      Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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      • #4
        Seems like the Vray RT is less contrasty. I think it handles bounces differently which could result in slight color variations. Also, I think Vray RT runs on the same principles of Brute Force. Are you renderings BF or a IR/LC solution?

        Of course, this is all speculation on my part.
        LunarStudio Architectural Renderings
        HDRSource HDR & sIBL Libraries
        Lunarlog - LunarStudio and HDRSource Blog

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        • #5
          I was under the impression RT was a pure progressive LC solution.
          WerT
          www.dvstudios.com.au

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          • #6
            I was under the impression it was pure brute force....

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            • #7
              I think it uses some sort of PPT. And I really don't see any differences in lighting....
              I just can't seem to trust myself
              So what chance does that leave, for anyone else?
              ---------------------------------------------------------
              CG Artist

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              • #8
                could it be that the rt interprets the physical camera in a different way?
                Dmitry Vinnik
                Silhouette Images Inc.
                ShowReel:
                https://www.youtube.com/watch?v=qxSJlvSwAhA
                https://www.linkedin.com/in/dmitry-v...-identity-name

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                • #9
                  Ok so nobody really knows for sure

                  I'm not using a physical camera in my scene. But maybe the RT converts it to one and messes with the white balance? Gonna do some more tests with it.

                  Paul, the difference is not huge, as I said. Save the images and flip back and forward, if you don't see the difference then I would start worrying about your screen quality

                  bye!
                  Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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