Hi friends, i’m using vray 3.1 and i remember that older version of vr-ay for maya have a separated subdivs for motion blur on physical camera, but on 3.1 i can’t find it.
Someone can help me?
Thanks
The subdivision for the motion blur were removed in V-Ray 3, you don’t need to care about them any more.
Thanks ivaylo.ivanov!
I need to set a quality of m. blur on “image sampler” tab correct? I’m using adaptive.
Normaly i set image sampler first, second i set lights subdivs and after i set shaders subidvs.
now in 3.1, i need to turn m blur on, to set it first with image sampler right?
Sorry my english ![]()
Igor, thats correct what You said.
Take a look on these side: http://cggallery.com/tutorials/vray\_optimization/ (for me the best I´ve seen after years with Vray)
At the end of the fist chapter “Raytracing 101” You can see, that:
“Primary Samples = The samples controlled by V-Ray’s Image Sampler (also known as Anti-Aliasing or AA), which is specialized in sampling a scene’s Geometry, Textures, Depth of Field, and Motion Blur.”
Here are all infos You need to get a nice and noiseless render result, without blind shooting samples over all…
Check the other tuts too, there You can find a DMC calculator for a bit better understanding.
And look at this: https://www.youtube.com/watch?v=YuDvZvgPZng (perhaps its the same guy?)
At min 42 he speaks about your Question…
At 1h he speaks about the optimization prozess, You´ll find under the fist link too…
..hope that helps a bit ![]()
(for me, after years with Vray DMC, the first light at the end of the tunnel ![]()
Yes in V-Ray 3.x the quality of Motion Blur and Depth Of Field is controlled by the Image Sampler.
Thanks friends! Thanks for your time to help me, i’m trying it!
Hello friends, I’m trying to do my scene conforms your helps, it’s very nice and very smooth noise, but the render time is a very high for my job. The frame on the image bellow is rendered in about 4 hours on a intel Xeon W3670 cpu.
If possible You can look at my scene to verify if i make an incorrect settings? or if is all right and the render time is normal?
Thanks friends!
SCENE ZIP FILE: https://drive.google.com/open?id=0B6E27oXa4WDFVzI2RWV3X0dNZ2s
I’ve sent a request for the file. 4 hours look really too much for a standard geometry
Sorry, I did not know that google drive, it was necessary authorization to download the file, but I have done the authorization.
I upload the scne on MEGA too. here is: MEGA
Thanks
I think the easiest optimization you can do is to let V-Ray handle the subdivisions. Your subdivs settings are very high and the problem is that you don’t really know where you need them. For example, you may calculate the perfect reflections for something that is barerly visible when motion blured. Try setting Render Setitngs/VRay/DMC Sampler/Subdivs Mult to 0.0 to let V-Ray automatically handle this. You can also increase the “Min Shading Rate” from the Image Sampler (this is another 3.0 features). You should be able to get something like 2.5-3 hours I think. The next SP will have new adaptive sampling to handle this stuff more easily, so people will hopefully not have to deal with subdivs settings at all, but control the quality via tolerated noise.
Hi ivaylo.ivanov , thanks for your time to help me, i tryied this setting on last night and the time is nice for me. I watched the Vlado’s tutorial on youtube https://www.youtube.com/watch?v=tKaKvWqTFlw
The rendertime now is down to 2h40 min. on a critical frame, my old setting are 4 hour. But i have a little noise in my images, but in play, it’s not perceptible and good for me.
I appreciate your time and patience of all friends here forum. I intend to participate fairly and if possible also want to be able to help other participants of this forum ..
hi Igor,
I made some tests today, and I can say that I´m not realy happy…
…but rendertime is now 1h50min and it looks realy nice for me.
(for me, nearly 1h50 are very long too, and I´m not shure if an expert can save more…)
I rendered “only” renderlayer FAN, and then…
…I put it on a simple white back in post.
I made an upload with mb (2015) scene.
When You whant it, I can send link to ma.
…perhaps interesting for the future.
Cheers, Jo
btw
I´ve a six core too…I3930K…
perhaps a bit slower than Your´s!?
Hi Komposer! thanks for help me, you can upload a .ma file? I’m using maya 2014 ![]()
Very nice result that you got!
..here it is.
Hopefully it helps… ![]()
Very nice Komposer,thanks!, whats the process you use to get this settings?
You set the image sampler min. and max. using samplerate pass? After it you set the shaders and lights subdivs?
when i set the min. shading rate?
Hi Igor,
please take a look in these youtube tut from Grant Worwick.
For me the best one, for understanding these prozess - and only 30min! ![]()
The center of all is the RenderElement “Sample_Rate”
Beleave me, after some tests it become to make fun!!!
Here a totaly short overview (in the tut much better), from someone who try to understand that things sinse 3Years - but hopefully now!
1. in renderglobals switch off lights (only default keeps on), shadows, Ref and glossy…
… switch off GI for the moment
… switch off MB for the moment
(in Your scene defaults lights will not work, no idea why)
2. add for Your scene renderElements lighting, shadows, GI, reflection, specular
3. start with AA 1,8, 0.01 (min shading rate at 1)
4. Render it at 960 - not HD, its too slow for tuneing:)
5. Take a look onto “SampleRate”
You´ll see many red, yellow, orange, green and blue regions
What SampleRate says “everything which is not blue becomes more and more AA samples”, and all in red becomes max samples!
But AA Samples we need only at/for object boarders, textures, DOF and motionBlur - AA Samples = primary Rays
As example - The Fan needs for a nice highQuality result at the boarders of the wings high AA (more red) but on the big planar faces with no tex, no AA!
So when your wings are full of red, orange, green, etc. there happens many CPU-time for nothing!
Because of…
What on the wing faces happens are “secondaryRays”, like light, shadow, reflections, glossy reflection, GI, etc.
And all these things are only tuned inside the lights and shaders.
6. now increase max samples onto 12 and look onto the sammpleRate
The result become more blue and less red and green - and a faster rendertime!?
7. try with higher max, perhaps 16 and the most red ist gone.
I think that means: red with AA 1/8 means, 8 samples are used - orange with AA 1/16 could mean, that 8 samples are used too. So the AA HQ result could be the same:)
Try it with max 32 and You´ll see that sampleRate becomes nearly complete blue and the AA edges becomes more noisy and not so good!
Now, with max 16, switch on motionblur and check if it´s nice enough too.
Try 14 or 18 and decide what is the best for You.
Later You can increase quality by decrease adaptive treshold from 0.01 to 0.009, .008, .007, and so on.
But for now, we say 16 with 0.01!
And dont touch max samples fom here on.
Primary Samples/Rays are fit!
8. In the glabal renders switch on lights and shadows
Solo all your 3 lights one by one (use the nice new light editor from vrayTab-it´s cool and very handy)
All subdivs starts at default 8.
Render with light 1.
Check sampleRate - red, orange, green comes back.
Check light and shadow pass - very noisy.
(and this is the reason, vray activates primRays/AA, because of too much contrast from one noisy pixel to the next. Vray think´s its a boarder, or a bright highlight, etc.)
8. increase subdiv in bigger steps (I mean, thats a good idea to use, when max is 16 - 32 or 64, or 80, 120, 160, 240, 320 - a multiple of 16, but im not shure)
The noise become less and less and the render speed becomes faster and faster!
…because of vray now don´t think, that here we need AA!
But if Your settings are too high, the speed don´t get faster and the noise becomes not so good again.
(You´ve to play a bit arround for the first)
9. Swtich off light 1, switch on light 2 and repeate the steps - for light 3 the same.
Now lights subs are finished.
10. in renderglobals switch on reflection and glossyEffects
The shaders have default subs at 8
Render and take a look on sampleRate: red, orange, green comes back - the same reason like the shadows and lights
Increase ref subdivs to 64, or 96, 160, etc…
When You´re happy with ref and specular and grain of glossy…
11. Switch on GI, render and check the renderElement GI for noise.
Startpoint is 8 (in Your scene, I ment 8 was enough, but it´s Your choise ![]()
I hope, I didn´t forgot too much, or didn´t discribe it too far away from reality ![]()
What I said, for years, I didnt understand that theme and was vey said about that.
Perhaps weeks of rendertime gone in past ![]()
If there are any comments of my intepretation - great ![]()
btw.
a. the “Min Shading Rate” isn´t a thing what I understand in this moment.
I ment to see a bit finer rendering in noise, when I set it fom 1 to 25, but for the frist I would beleave it at 1!
(to set it to 6 - nothing happens!!!)
b. the use the “vray object subdivisions” instead of smoothing the lowPolys isn´t a good idea here.
I tried all, with max divs of 16, 8, 4, 2, …
…the rendertime becomes much longer!
c. to use the carpaint shader makes 20-30% of rendertime, I think - don´t know why - I use it nearly zero
…but it looks on the propeller so much better than the normal vrayMtl ![]()
d. never before I needet motion blur in such a format filling case.
…but in Your case, I would try to render motionVector RE and do the MB inside post…
In my tests, the MB needs minimum 70% of render time!
e. I would try to use a HDRI instead of Your, lights, stage and GI.
…made in HDRI studio, as example, Your visible result could be the same…
…or try one of the endless free images…
…and You can save many many render time - but I didn´t try that…
Would be fine if this could help a bit.
Cheers, Jörg
I thank you very much for your explanation, I use this same method to get a good result in the shortest time possible in my scenes. But I also could not understand min. shading rate. I agree with you that the motion blur in the case of this scene, is the evil of history.
when i finish this job, im upload a final result here ![]()
Hi friends, sorry for delay, this is the final job, my task on this job is the fan scene
Thanks for your help



