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V-Ray renderer parameters |
V-Ray is a renderer plugin for 3ds Max. In order to use V-Ray, you must first select it as your current renderer. You can do that by clicking on the Assign... button in the Current renderers rollout of the Render Scene dialog:
In 3ds Max 9 and later, the V-Ray parameters are divided into several tabs in the render scene dialog; additionally each tab is divided into several rollouts:
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Search Keywords: VFB, G-buffer, frame buffer, render pass
General
In addition to rendering to the 3ds Max Rendered Frame Window (RFW or VFB), V-Ray allows you to render to a V-Ray specific frame buffer, which has some additional capabilities:
- Allows you to view all render elements in a single window and switch between them easily;
- Keeps the image in full 32-bit floating-point format;
- Allows you to perform simple color corrections on the rendered image;
- Allows you to choose the order in which the buckets are rendered.
The V-Ray VFB also has some limitations, which are listed in the Notes section below.
Parameters
Show last VFB - If you have rendered to the V-Ray VFB, but have closed it, this button allows you to open it again. The same can also be achieved with the showLastVFB() MaxScript method of the V-Ray renderer.
Enable built-in frame buffer - Enables the use of built-in V-Ray frame buffer. Due to technical reasons, the original 3ds Max frame buffer still exists and is being created. However, when this feature is turned on - V-Ray will not render any data to the 3ds Max frame buffer. In order to preserve memory consumption we recommend that you set the original 3ds Max resolution to a very low value (like 100x100) and turn off the 3ds Max Virtual Frame Buffer from the common 3ds Max render settings.
Render to memory frame buffer - this will create a V-Ray frame buffer and will use it to store color data that you can observe while rendering and afterwards. If you wish to render really high resolutions that would not fit into memory or that may eat up a lot of your RAM not allowing for the scene to render properly - you can turn this feature off and use only Render to V-Ray raw image file feature.
Get resolution from 3ds Max - this will cause the V-Ray VFB to take its resolution from the 3ds Max common render settings.
Output resolution - this is the resolution that you wish to use with the V-Ray frame buffer.
Pixel aspect - specifies the pixel aspect for the rendered image in the V-Ray frame buffer.
Render to V-Ray raw image file - when this is on, V-Ray directly writes to disk the raw image data as it is being rendered. It does not store any data in the RAM, so this feature is very handy when rendering huge resolutions for preserving memory. If you wish to see what is being rendered, you can turn on the Generate preview setting. You can specify either a .vrimg or an .exr file for output:
- If you specify a .vrimg extension, the resulting file can be viewed through the File > View image... menu of 3ds Max, or converted to an OpenEXR file with the help of the vrimg2exr tool.
- If you specify an .exr extension, V-Ray will write out a tiled OpenEXR file that can be used directly by 3ds Max or other compositing applications. The file contains all render elements for the image.
Generate preview - this will create a small preview of what is being rendered. If you are not using the V-Ray memory frame buffer for conserving memory (i.e. Render to memory frame buffer is off), you can use this feature to see a small image of what is being actually rendered and stop the renderer if there is anything that looks wrong.
Save separate render channels - this option allows you to save the channels from the VFB into separate files. Use the Browse... button to specify the file. This option is available only when rendering to a memory frame buffer. If rendering is done only to a raw image file, the render channels can be extracted from that file after rendering is complete.
Save RGB and Save Alpha - these options allow you to disable saving of the RGB and Alpha channels respectively. This can be useful if you only want to generate other render channels. Note that V-Ray will still generate the RGB and Alpha channels, however they will not be saved.
Hidden parameters
There are some additional parameters of the VFB, which are not available in the interface, but are accessible through MaxScript. These may be useful in certain situations. Below are listed the MaxScript names of these parameters.
output_renderType - This allows you to override the render type, specified in the 3ds Max settings. Possible values are:
0 - use 3ds Max render type (default);
1 - render the full image;
2 - region rendering;
3 - crop rendering;
4 - blow-up rendering.
output_regxmin - The left coordinate (in pixels) of the region to render (for region/crop/blow-up rendering);
output_regxmax - The right coordinate (in pixels) of the region to render (for region/drop/blow-up rendering);
output_regymin - The top coordinate (in pixels) of the region to render (for region/drop/blow-up rendering);
output_regymax - The bottom coordinate (in pixels) of the region to render (for region/drop/blow-up rendering);
VFB toolbar
="0" cellpadding="4" cellspacing="0" width="100%"> This part of the toolbar sets the currently selected channel, as well as the preview mode. Choose which channels to see with the help of the buttons. You can also view the rendered image in monochromatic mode.
| This will save the current frame data to a file.You can turn this on and of on-the-fly while rendering. |
| This will create a 3ds Max virtual frame buffer copy of the current V-Ray frame buffer.You can turn this on and of on-the-fly while rendering. |
| This will force V-Ray to render the closest bucket found to the mouse pointer. Drag the mouse over the V-Ray frame buffer while rendering to see which buckers are rendered first. You can turn this on and of on-the-fly while rendering. |
| This option allows you to render regions in the V-Ray VFB |
| This open permanently the info dialog which will give you information about the pixel you right-click the mouse pointer on. If you right-click the mouse pointer over a pixel without turning this setting on - then you will see the info dialog only while yuor mouse button is down |
| This will open a so called "levels control" dialog which will let you define color corrections of various color channels. It will also show the histogram of the currently contained image data in the buffer. Click and drag your mid-button in the histogram to interactively scale the preview. |
| Clears the contents of the frame buffer. Somethimes helpful when starting a new render to prevent confusion with the previous image. |
VFB shortcuts
Here is the list of shortcuts you can use to navigate through the VFB image. Please note that VFB window must have the curent focus for the shortcuts to have effect:
Mouse | Description |
CTRL+LeftClick, CTRL+RightClick | Zoom in/Zoom out |
Roll the mouse-rollon button up/down | Zoom in/Zoom out |
Double-click LeftButton | Zoom to 100% |
RightClick | Show the info dialog with the properties of the last pixel clicked. In order to see the info non-stop - turn on the info dialog button |
MidButton dragging | view pan (hand tool) |
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Keyboard | Description |
+ / - | Zoom in/Zoom out |
* | Zoom to 100% |
Arrow keys | Pan left, up, right, down |
Notes
- The V-Ray VFB does not display the G-Buffer layers (like Coverage etc.);
- The V-Ray VFB does not work with stripe rendering;
- Even though you select the V-Ray VFB as your output, the 3ds Max VFB is still created and thus takes additional memory. If you want to reduce that memory, you need to uncheck the Get resolution from MAX option, set the 3ds Мax resolution to a low value like 100 x 100, and then select your real output resolution in the V-Ray VFB options.
- If you have selected an output image file from the Common tab of the Render Scene dialog, V-Ray will fill out the 3ds Max RFW, and this will be saved as your image. If you want to save the V-Ray VFB instead, you should use the Split render channels or Render to V-Ray raw image file option of the V-Ray VFB.
- The OpenEXR file format is an open file format for high dynamic range images originally developed by Industrial Light and Magic. The official site of the OpenEXR file format is http://www.openexr.com/
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Search Keywords: switches, global switches
General
The global switches allow you to control various aspects of the renderer globally.
Parameters
Geometry section
Displacement - enables (default) or disables V-Ray's own displacement mapping. Note that this has no effect on standard Max displacement mapping, which can be controlled via the corresponding parameter in the Render Scene dialog.
Force back face culling - enables or disables (default) back face culling for camera and shadow rays. When this option is on, the surfaces of objects which are turned away from the camera (or the light source, when tracing shadows) will appear fully transparent. This allows to look inside closed objects when the camera is outside.
Lighting section
Lights - enables or disables lights globally. Note that if you uncheck this, V-Ray will use the default lights. If you do not want any direct lighting in your scene, you must uncheck both this and the Default lights parameters.
Default lights - allows you to control the default lights in the scene.
- Off - the default lights in the scene will be always switched off
- On - the default lights are always switched on when there are no lights in the scene or when you have disabled lighting globally (see Light parameter).
- Off with GI - the default lights will be switched off only when the Global Illumination is enabled or if there are lights in the scene
Hidden lights - enables or disables the usage of hidden lights. When this is checked, lights are rendered regardless of whether they are hidden or not. When this option is off, any lights that are hidden for any reason (either explicitly or by type) will not be included in the rendering.
Shadows - enables or disables shadows globally.
Show GI only - when this option is on, direct lighting will not be included in the final rendering. Note that lights will still be considered for GI calculations, however in the end only the indirect lighting will be shown.
Materials section
Reflection/refraction - enables or disables the calculation of reflections and refractions in V-Ray maps and materials.
Max depth - enables the user to limit globally the reflection/refraction depth. When this is unchecked, the depth is controlled locally by the materials/maps. When this option is checked, all materials and maps use the depth specified here.
Maps - enables or disables texture maps.
Filter maps - enables or disables texture map filtering. When enabled, the depth is controlled locally by the settings of the texture maps. When disabled, no filtering is performed.
Filter maps for GI - enable or disable texture filtering during GI calculations and glossy reflections/refractions. When off (the default), texture maps are not filtered for GI and glossy reflections/refractions in order to speed up the calculations. If this option is on, textures will be filtered in these cases.
Max. transp levels - this controls to what depth transparent objects will be traced.
Transp. cutoff - this controls when tracing of transparent objects will be stopped. If the accumulated transparency of a ray is below this threshold, no further tracing will be performed.
Override mtl - this option allows the user to override the scene materials when rendering. All objects will be rendered with the chosen material, if one is selected, or with their default wireframe materials if no material is specified.
Override exclude - clicking this button brings up the 3ds Max Include/Exclude dialog which allows you to select exactly for which objects the material is overridden.
Glossy effects - this option allows the user to replace all glossy reflections in the scene with non-glossy ones; useful for test renderings.
Indirect illumination section
Don't render final image - when this option is on, V-Ray will only calculate the relevant global illumination maps (photon maps, light maps, irradiance maps). This is a useful option if you are calculating maps for a fly-through animation.
Raytracing section
Secondary rays bias - a small positive offset that will be applied to all secondary rays; this can be used if you have overlapping faces in the scene to avoid the black splotches that may appear. See the Examples section for a demonstration of the effect of this parameter. This parameter is also useful when using the 3ds Max Render-to-texture feature.
Compatibility section
Legacy sun/sky/camera models - previous versions of V-Ray used slightly different calculation models for the VRaySun, VRaySky and VRayPhysicalCamera which were not entirely physically accurate. When this option is off (the default), V-Ray uses improved and more accurate models. When this is on, V-Ray will switch to the old models for compatibility with old scenes. When an old scene is opened, V-Ray will automatically display a dialog asking if you want to change this setting.
Use 3ds Max photometric scale - when on (the default), this option aligns the VRayLight, VRaySun, VRaySky and VRayPhysicalCamera to the photometric units used by 3ds Max and its photometric lights. When this is off, these plugins operate in the internal V-Ray photometric space, like in older versions of V-Ray. Keeping this option on ensures that a VRayLight with a given power will match a 3ds Max photometric light with the same power.
Image Sampler (Antialiasing) |
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Examples General
In V-Ray, an image sampler refers to an algorithm for sampling and filtering the image function, and producing the final array of pixels that constitute the rendered image.
V-Ray implements several algorithms for sampling an image. All image samplers support MAX's standard antialiasing filters, although at the cost of increased rendering time. You can choose between Fixed rate sampler, Adaptive DMC sampler and Adaptive subdivision sampler.
Parameters
Image sampler
Type - specifies the image sampler type:
Fixed - this sampler always takes the same number of samples per pixel;
Adaptive DMC - this sampler takes a variable number of samples per pixel depending on the difference in the intensity of the pixels;
Adaptive subdivision - this sampler divides the image into an adaptive grid-like structure and refines depending on the difference in pixel intensity.
Antialiasing filter
This section allows you to choose an antialiasing filter. All standard 3ds Max filters are supported with the exception of the Plate Match filter. See the Examples section for more information on antialiasing filters.
Fixed rate sampler
This is the simplest image sampler, and it takes a fixed number of samples for each pixel.
Subdivs - determines number of samples per pixel. When this is set to 1, one sample at the center of each pixel is taken. If this is greater than 1, the samples are distributed within the pixel. The actual number of pixels is the square of this parameter (e.g. 4 subdivs produce 16 samples per pixel).
Adaptive DMC sampler
This sampler makes a variable number of samples per pixel based on the difference in intensity between the pixel and its neighbors.
This is the preferred sampler for images with lots of small details (like VRayFur, for example) and/or blurry effects (DOF, motion blur, glossy reflections etc). It also takes up less RAM than the Adaptive subdivision sampler.
Min subdivs - determines the initial (minimum) number of samples taken for each pixel. You will rarely need to set this to more than 1, except if you have very thin lines that are not captured correctly, or fast moving objects if you use motion blur. The actual number of pixels is the square of this number (e.g. 4 subdivs produce 16 samples per pixel).
Max subdivs - determines the maximum number of samples for a pixel. The actual maximum number of sampler is the square of this number (e.g. 4 subdivs produces a maximum of 16 samples). Note that V-Ray may take less than the maximum number of samples, if the difference in intensity of the neighbouring pixels is small enough.
Use DMC sampler threshold - when this is on (the default), V-Ray will use the threshold specified in the DMC sampler to determine if more samples are needed for a pixel. When this is off, the Color threshold parameter will be used instead.
Color threshold - the threshold that will be used to determine if a pixel needs more samples. This is ignored if the Use DMC sampler threshold option is on.
Show samples - if this is on, V-Ray will show an image where the pixel brightness is directly proportional to the number of samples taken at this pixel. This is useful for fine-tuning the antialiasing of the image.
Adaptive subdivision sampler
This is an advanced image sampler capable of undersampling (taking less than one sample per pixel). In the absence of blurry effects (direct GI, DOF, glossy reflection/reftaction etc) this is the best preferred image sampler in V-Ray. On average it takes fewer samples (and thus less time) to achieve the same image quality as the other image samplers. However, with detailed textures and/or blurry effects, it can be slower and produce worse results than the other two methods.
Also note that this sampler takes up more RAM than the other two samplers - see the Notes below.
Min. rate - controls minimum number of samples per pixel. A value of zero means one sample per pixel; -1 means one sample every two pixels; -2 means one sample every 4 pixels etc.
Max. rate - controls maximum number of samples per pixel; zero means one sample per pixel, 1 means four samples, 2 means eight samples etc.
Color threshold - determines the sensitivity of the sampler to changes in pixel intensity. Lower values will produce better results, while higher values will be faster, but may leave some areas of similar intensity undersampled.
Randomize samples - displaces the samples slightly to produce better antialiasing of nearly horizontal or vertical lines.
Object outline - this will cause the image sampler to always supersample object edges (regardless of whether they actually need to be supersampled). This option has no effect if DOF or motion blur is enabled.
Normals - this will supersample areas with sharply varying normals. This option has no effect if DOF or motion blur is enabled.
Show samples - if this is on, V-Ray will show an image where the pixel brightness is directly proportional to the number of samples taken at this pixel. This is useful for fine-tuning the antialiasing of the image.
Notes
- Which sampler to use for a given scene? The answer is best found with experiments, but here are some tips:
- For smooth scenes with only a few blurry effects and smooth textures, the Adaptive subdivision sampler with its ability to undersample the image is unbeatable.
- For images with detailed textures or lots of geometry detail and only a few blurry effects, the Adaptive DMC sampler performs best. Also in the case of animations involving detailed textures, the Adaptive subdivision sampler might produce jittering which the Adaptive DMC sampler avoids.
- For complex scenes with lots of blurry effects and/or detailed textures, the Fixed rate sampler performs best and is very predictable with regards to the quality and render time.
- A note on RAM usage: image samplers require substantial amount of RAM to store information about each bucket. Using large bucket sizes may take a lot of RAM. This is especially true for the Adaptive subdivision sampler, which stores all individual sub-samples taken within a bucket. The Adaptive DMC sampler and the Fixed rate sampler on the other hand only store the summed result of all sub-samples for a pixel and so usually require less RAM.
Indirect illumination (GI) |
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Examples
General
Approaches to indirect illumination
V-Ray implements several approaches for computing indirect illumination with different trade-offs between quality and speed:
- Brute force - this is the simplest approach; indirect illumination is computed independently for each shaded surface point by tracing a number of rays in different directions on the hemisphere above that point.
Advantages: - this approach preserves all the detail (e.g. small and sharp shadows) in the indirect lighting;
- it is free from defects like flickering in animations;
- no additional memory is required;
- indirect illumination in the case of motion-blurred moving objects is computed correctly.
Disadvantages: - the approach is very slow for complex images (e.g. interior lighting);
- it tends to produce noise in the images, which can be avoided only by shooting a larger number of rays, thus slowing it even more.
- Irradiance map - this approach is based on irradiance caching; the basic idea is to compute the indirect illumination only at some points in the scene, and interpolate for the rest of the points.
Advantages: - the irradiance map is very fast compared to direct computation, especially for scenes with large flat areas;
- the noise inherent to direct computation is greatly reduced;
- the irradiance map can be saved an re-used to speed up calculations of different views for the same scene and of fly-through animations;
- the irradiance map can also be used to accelerate direct diffuse lighting from area light sources.
Disadvantages: - some details in indirect lighting can be lost or blurred due to the interpolation;
- if low settings are used, flickering may occur when rendering animations;
- the irradiance map requires additional memory;
- indirect illumination with motion-blurred moving objects is not entirely correct and may lead to noise (although in most cases this is not noticeable).
- Photon map - this approach is based on tracing particles starting from the light sources and bouncing around the scene. This is useful for interior or semi-interior scenes whith lots of lights or small windows. The photon map usually does not produce good enough results to be used directly; however it can be used as a rough approximation to the lighting in the scene to speed the calculation of GI through direct computation or irradiance map.
Advantages: - the photon map can produce a rough approximation of the lighting in the scene very quickly;
- the photon map can be saved an re-used to speed up calculation of different views for the same scene and of fly-through animations;
- the photon map is view-independent.
Disadvantages: - the photon map usually is not suitable for direct visualization;
- requires additional memory;
- in V-Ray's implementation, illumination involving motion-blurred moving objects is not entirely correct (although this is not a problem in most cases).
- the photon map needs actual lights in order to work; it cannot be used to produce indirect illumination caused by environment lights (skylight).
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Light cache - light caching is a technique for approximating the global illumination in a scene. It is very similar to photon mapping, but without many of its limitations. The light map is built by tracing many many eye paths from the camera. Each of the bounces in the path stores the illumination from the rest of the path into a 3d structure, very similar to the photon map. The light map is a universal GI solution that can be used for both interior or exterior scenes, either directly or as a secondary bounce approximation when used with the irradiance map or the brute force GI method.
Advantages:
- the light cache is easy to set up. We only have the camera to trace rays from, as opposed to the photon map, which must process each light in the scene and usually requires separate setup for each light.
- the light-caching approach works efficiently with any lights - including skylight, self-illuminated objects, non-physical lights, photometric lights etc. In contrast, the photon map is limited in the lighting effects it can reproduce - for example, the photon map cannot reproduce the illumination from skylight or from standard omni lights without inverse-square falloff.
- the light cache produces correct results in corners and around small objects. The photon map, on the other hand, relies on tricky density estimation schemes, which often produce wrong results in these cases, either darkening or brightening those areas.
- in many cases the light cache can be visualized directly for very fast and smooth previews of the lighting in the scene.
Disadvantages:
- like the irradiance map, the light cache is view-dependent and is generated for a particular position of the camera. However, it generates an approximation for indirectly visible parts of the scene as well - for example, one light cache can approximate completely the GI in a closed room;
- currently the light cache works only with V-Ray materials;
- like the photon map, the light cache is not adaptive. The irradiance is computed at a fixed resolution, which is determined by the user;
- the light cache does not work very well with bump maps; use the irradiance map or brute force GI if you want to achieve better results with bump maps.
- lighting involving motion-blurred moving objects is not entirely correct, but is very smooth since the light cache blurs GI in time as well (as opposed to the irradiance map, where each sample is computed at a particular instant of time).
Which method to use? That depends on the task at hand. The Examples section can help you in choosing a suitable method for your scene.
Primary and secondary bounces
The indirect illumination controls in V-Ray are divided into two large sections: controls concerning primary diffuse bounces and controls concerning secondary diffuse bounces. A primary diffuse bounce occurs when a shaded point is directly visible by the camera, or through specular reflective or refractive surfaces. A secondary bounce occurs when a shaded point is used in GI calculations.
Parameters
On - turn indirect illumination on and off.
GI caustics
GI caustics represent light that has gone through one diffuse, and one or several specular reflections (or refractions). GI caustics can can be generated by skylight, or self-illuminated objects, for example. However, caustics caused by direct lights cannot be simulated in this way. You must use the separate Caustics section to control direct light caustics. Note that GI caustics are usually hard to sample and may introduce noise in the GI solution.
Refractive GI caustics - this allows indirect lighting to pass through transparent objects (glass etc). Note that this is not the same as Caustics, which represent direct light going through transparent objects. You need refractive GI caustics to get skylight through windows, for example.
Reflective GI caustics - this allows indirect light to be reflected from specular objects (mirrors etc). Note that this is not the same as Caustics, which represent direct light going through specular surfaces. This is off by default, becase reflective GI caustics usually contribute little to the final illumination, while often they produce undesired sublte noise.
Post-processing
These controls allow additional modification of the indirect illumination, before it is added to the final rendering. The default values ensure a physically accurate result; however the user may want to modify the way GI looks for artistic purposes.
Saturation - controls the saturation of the GI; a value of 0.0 means that all color will be removed from the GI solution and will be in shades of grey only. The default value of 1.0 means the GI solution remains unmodified. Values above 1.0 boost the colors in the GI solution.
Contrast - this parameter works together with Contrast base to boost the contrast of the GI solution. When Contrast is 0.0, the GI solution becomes completely uniform with the value defined by Contrast base. A value of 1.0 means the solution remains unmodified. Values higher that 1.0 boost the contrast.
Contrast base - this parameter determines the base for the contrast boost. It defines the GI values that remain unchanged during the contrast calculations.
Ambient occlusion
These controls allow you to add an ambient occlusion term to the global illumination solution.
On - enable or disable ambient occlusion.
Amount - the amount of ambient occlusion. A value of 0.0 will produce no ambient occlusion.
Radius - ambient occlusion radius.
Subdivs - determines the number of samples used for calculating ambient occlusion. Lower values will render faster, but might introduce noise.
Primary diffuse bounces
Multiplier - this value determines how much primary diffuse bounces contribute to the final image illumination. Note that the default value of 1.0 produces a physically accurate image. Other values are possible, but not physically plausible.
Primary GI engine - the list box specifies the method to be used for primary diffuse bounces.
Irradiance map - selecting this will cause V-Ray to use an irradiance map for primary diffuse bounces. See the Irradiance map section for more information.
Global photon map - selecting this option will cause V-Ray to use a photon map for primary diffuse bounces. This mode is useful when setting up the parameters of the global photon map. Usually it does not produce good enough results for final renderings when used as a primary GI engine. See the Global photon map section for more information.
Brute force - selecting this method will cause V-Ray to use direct computation for primary diffuse bounces. See the brute force GI section for more information.
Light cache - this chooses the light cache as the primary GI engine. See the Light cache section for more information.
Secondary diffuse bounces
Multiplier - this determines the effect of secondary diffuse bounces on the scene illumination. Values close to 1.0 may tend to wash out the scene, while values around 0.0 may produce a dark image. Note that the default value of 1.0 produces physically accurate results. While other values are possible, they are not physically plausible.
Secondary diffuse bounces method - this parameter determines how V-Ray will calculate secondary diffuse bounces.
None - no secondary bounces will be computed. Use this option to produce skylit images without indirect color bleeding.
Global photon map - selecting this option will cause V-Ray to use a photon map for primary diffuse bounces. This mode is useful when setting up the parameters of the global photon map. Usually it does not produce good enough results for final renderings when used as a primary GI engine. See the Global photon map section for more information.
Brute force - selecting this method will cause V-Ray to use direct computation for primary diffuse bounces. See the Brute force GI section for more information.
Light cache - this chooses the light cache as the primary GI engine. See the Light cache section for more information.
Notes
For animated irradiance maps, GI samples on different objects are not shared; this may lead to small objects to appear black in the final renders. To solve this issue, group those objects together - this will work as GI samples are shared for objects which are part of the same group.
ExamplesGeneral
The global photon map is somewhat similar to the irradiance map. It is also used to represent the lighting in the scene, and it is a collection of points in 3D space (a point cloud). However, the photon map is built in a different way. It is built by tracing particles (photons) emitted by the scene lights. Those photons bounce around the scene and hit various surfaces. The hit points are stored in the photon map.
Reconstructing the illumination from the photon map is also different from the irradiance map. With the irradiance map, a simple interpolation is used to blend the nearby GI samples. With the photon map, we need to estimate the photon density at a given point. The idea of density estimation is central to the photon map. V-Ray can use several methods for density estimation, each with its own advantages and disadvantages. Usually these methods are based on looking for the photons that are nearest to the shaded point.
Note that in general, the photon map provides a less accurate approximation of the scene illumination than the irradiance map, espcially when it comes to small details. The irradiance map is built adaptively, whereas the photon map is not. Also a major disadvantage of the photon map is the boundary bias. This unwanted effect is mostly visible around corners and object edges, which appear darker than they should be. The irradiance map can also exhibit boundary bias, however its adpative nature allows one to decrease the effect greatly. Another disadvantage of the photon map is that it cannot simulate illumination from skylight. This is because the photons need an actual surface to be emitted from. The skylight, at least in V-Ray, is not a surface actually present in the scene.
On the other hand, the photon map is view-independent and can be computed relatively quickly. This makes it ideal for approximating the scene illumination when used together with more accurate methods like direct computation or the irradiance map.
Parameters
Note that the building of the photon map is also controlled by the photon settings of individual lights in the scene. See the Light settings dialog for more information.
Bounces - this parameter controls the number of light bounces approximated by the photon map. More bounces produce a more reallistic result, but take more time and memory.
Auto search dist - when this is on, V-Ray will try to compute a suitable distance within which to search for photons. Sometimes the computed distance is ok, in other cases it might be too big (which will slow down the rendering) or too small (which will produce a more noisy result).
Search dist - this option is only available when Auto search dist is off. It allows you to specify the photon search distance manually. Keep in mind that this value depends on the size of your scene. Lower values will speed up the rendering but may produce more noisy results. Larger values will slow down the rendering but may produce smoother results.
Max photons - this option specifies how many photons will be taken into consideration when approximating the irradiance at the shaded point. More photons mean a smoother (and more blurry) result and may also slow down the rendering. Smaller values mean a more noisy result but will render faster. When this value is 0, V-Ray will use all the photons in the given search range.
Multipler - this allows you to control the brightness of the photon map.
Max density - this parameter allows you to limit the resolution (and thus the memory) of the photon map. Whenever V-Ray needs to store a new photon in the photon map, it will first look if there are any other photons within a distance specified by Max density. If there is already a suitable photon in the map, V-Ray will just add the energy of the new photon to the one in the map. Otherwise, V-Ray will store the new photon in the photon map. Using this options allows you to shoot many photons (and thus get smoother results) while keeping the size of the photon map manageable.
Convert to irradiance map - this will cause V-Ray to precompute the irradiance at the photon hit points stored in the photon map. This allows fewer photons to be used when interpolated the irradiance during rendering, while keeping the result relatively smooth. It is important to note that the resulting map stores irradiance, but is not the same as the irradiance cache used by V-Ray for primary diffuse bounces.
Interp. samples - this controls how many irradiance samples will be taken from the photon map once it is converted to an irradiance map. Larger values produce smoother results, but may be slower; smaller values produces more noisy results but rendering is faster.
Convex hull area estimate - when this is off, V-Ray will use a simplified algorithm for computing the area, covered by a number of photons (by only taking the distance to the farthest photon). This algorithm may cause corners to be darker. Using the convex hull area estimate avoids the dark corners problem, but is slower and not as robust.
Store direct light - when this is on, V-Ray will store direct illumination in the photon map as well. This may speed up the irradiance map or brute force GI, when used as a primary engine, and there are lots of lights in the scene. When this is off, direct lighting will be computed always by tracing the necessary rays. This may slow things down if there are lots of lights in the scene.
Retrace threshold - when this is greater than 0.0, V-Ray will use brute force GI near corners, instead of the photon map, in order to obtain a more accurate result and to avoid splotches in these areas. This may slow down the rendering. When this is 0.0, the photon map will be used always, which will be faster, but may produce artifacts near corners or in places where objects are close to each other.
Retrace bounces - controls how many bounces will be made when retracing corners. If Retrace threshold is 0.0, then this parameter is ignored. Typically this should be equal to the Bounces parameter.
Notes
- The photon map cannot simulate secondary illumination due to skylight. The photon map is mostly useful for interior scenes with artificial lighting or relatively small windows.
- The photon map works only with V-Ray materials. Standard materials will receive GI, but will not generate any photons.
ExamplesGeneral
Light caching (sometimes also called light mapping) is a technique for approximating the global illumination in a scene. This method was developed originally by Chaos Group specifically for the V-Ray renderer. It is very similar to photon mapping, but without many of its limitations.
The light cache is built by tracing many many eye paths from the camera. Each of the bounces in the path stores the illumination from the rest of the path into a 3d structure, very similar to the photon map. On the other hand, in a sense, it is the exact opposite of the photon map, which traces paths from the lights, and stores the accumulated energy from the beginning of the path into the photon map.
Although very simple, the light-caching approach has many advantages over the photon map:
- It is easier to set up. We only have the camera to trace rays from, as opposed to the photon map, which must process each light in the scene and usually requires separate setup for each light.
- The light-caching approach works efficiently with any lights - including skylight, self-illuminated objects, non-physical lights, photometric lights etc. In contrast, the photon map is limited in the lighting effects it can reproduce - for example, the photon map cannot reproduce the illumination from skylight or from standard omni lights without inverse-square falloff.
- The light cache produces correct results in corners and around small objects. The photon map, on the other hand, relies on tricky density estimation schemes, which often produce wrong results in these cases, either darkening or brightening those areas.
- In many cases the light cache can be visualized directly for very fast and smooth previews of the lighting in the scene.
Even with these advantages, light caching is similar in speed to the photon map and can produce approximations to the global lighting in a scene very quickly. In addition, the light cache can be used successfully for adding GI effects to animations.
Of course, the light cache has some limitations:
- Like the irradiance map, it is view-dependent and is generated for a particular position of the camera.
- Like the photon map, the light cache is not adaptive. The illumination is computed at a fixed resolution, which is determined by the user.
- The light cache does not work very well with bump maps.
Parameters
Calculation parameters
These parameters affect the calculation phase of the light cache; they do not affect the final rendering.
Subdivs - this determines how many paths are traced from the camera. The actual number of paths is the square of the subdivs (the default 1000 subdivs mean that 1 000 000 paths will be traced from the camera).
Sample size - this determines the spacing of the samples in the light cache. Smaller numbers mean that the samples will be closer to each other, the light cache will preserve sharp details in lighting, but it will be more noisy and will take more memory. Larger numbers will smooth out the light cache but will loose detail. This value can be either in world units or relative to the image size, depending on light cache Scale mode.
Scale - this parameter determines the units of the Sample size and the Filter size:
Screen - the units are fractions of the final image (a value of 1.0 means the samples will be as large as the whole image). Samples that are closer to the camera will be smaller, and samples that are far away will be larger. Note that the units do not depend on the image resolution. This value is best suited for stills or animations where the light cache needs to be computed at each frame.
World - the sizes are fixed in world units everywhere. This can affect the quality of the samples - samples that are close to the camera will be sampled more often and will apear smoother, while samples that are far away will be noisier. This value might work better for fly-through animations, since it will force constant sample density everywhere.
Number of passes - the light cache is computed in several passes, which are then combined into the final light cache. Each pass is rendered in a separate thread independently of the other passes. This ensures that the light cache is consistent across computers with different number of CPUs. In general, a light cache computed with smaller number of passes may be less noisy than a light cache computed with more passes, for the same number of samples; however small number of passes cannot be distributed effectively across several threads. For single-processor non-hyperthreading machines, the number of passes can be set to 1 for best results.
Store direct light - with this option, the light cache will also store and interpolate direct light. This can be useful for scenes with many lights and irradiance map or direct GI method for the primary diffuse bounces, since direct lighting will be computed from the light cache, instead of sampling each and every light. Note that only the diffuse illumination produced by the scene lights will be stored. If you want to use the light cache directly for approximating the GI while keeping the direct lighting sharp, uncheck this option.
Show calc. phase - turning this option on will show the paths that are traced. This does not affect the calculation of the light cache and is provided only as a feedback to the user. This option is ignored when rendering to fields - in that case, the calculation phase is never displayed.
Use camera path - when this option is on, V-Ray will calculate the light cache samples for the entire camera path, instead of just the current view, in the same way as this is done for the Fly-through mode. This is useful when rendering animations with moving objects where the camera also moves and the light cache needs to be in Single frame mode. In this case, setting the Use camera path option on will help to reduce any flickering, as the GI sample positions on static geometry will not change.
Adaptive tracing - when this option is on, V-Ray will store additional information about the incoming light for each light cache sample, and try to put more samples into the directions from which more light coming. This may help tp reduce the noise in the light cache, particularly in the case of caustics.
Use directions only - this option is only available when the Adaptive tracing option is on. It causes V-Ray to only use the optimized directions, generated from the light cache samples, rather than the accumulated irradiance from the samples themselves. This produces more accurate results, but also a noisier light cache.
Reconstruction parameters
These parameters control how the light cache is used in the final rendering, after is has been calculated.
Pre-filter - when this is turned on, the samples in the light cache are filtered before rendering. Note that this is different from the normal light cache filtering (see below) which happens during rendering. Prefiltering is performed by examining each sample in turn, and modifying it so that it represents the average of the given number of nearby samples. More prefilter samples mean a more blurry and less noisy light cache. Prefiltering is computed once after a new light cache is computed or loaded from disk.
Filter - this determines the type of render-time filter for the light cache. The filter determines how irradiance is interpolated from the samples in the light cache.
None - no filtering is performed. The nearest sample to the shaded point is taken as the irradiance value. This is the fastest option, but it may produce artifacts near corners, if the light cache is noisy. You can use pre-filtering (see above) to decrease that noise. This option works best if the light cache is used for secondary bounces only or for testing purposes.
Nearest - this filter looks up the nearest samples to the shading point and averages their value. This filter is not suitable for direct visualization of the light cache, but is useful if you use the light cache for secondary bounces. A property of this filter is that is adapts to the sample density of the light cache and is computed for a nearly constant time. The Interpolation samples parameter determines how many of the nearest samples to look up from the light cache.
Fixed - this filter looks up and averages all samples from the light cache that fall within a certain distance from the shaded point. This filter produces smooth results and is suitable for direct visualization of the light cache (when it is used as the primary GI engine). The size of the filter is determined by the Filter size parameter. Larger values blur the light cache and smooth out noise. Typical values for the Filter size are 2-6 times larger than the Sample size. Note that Filter size uses the same scale as the Sample size and its meaning depends on the Scale parameter.
Use light cache for glossy rays - if this option is on, the light cache will be used to compute lighting for glossy rays as well, in addition to normal GI rays. This can speed up rendering of scenes with glossy reflections quite a lot.
Mode
Mode - determines the rendering mode of the light cache:
Progressive path tracing - in this mode, the light cache algorithm is used to sample the final image progressively. For a discussion of this mode see the tutorial.
Single frame - this will compute a new light cache for each frame of an animation.
Fly-through - this will compute a light cache for an entire fly-through animation, assuming that the camera position/orientation is the only thing that changes. The movement of the camera in the active time segment only is taken in consideration. Note that it may be better to use World Scale for fly-through animations. The light cache is computed only at the first rendered frame and is reused without changes for subsequent frames.
From file - in this mode the light cache is loaded from a file. The light cache file does not include the prefiltering of the light cache; prefiltering is performed after the light cache is loaded, so that you can adjust it without the need to recompute the light cache.
File - specifies the file name to load the light cache from, when the Mode is set to From file.
Save to file - this button allows to save the light cache to a file on disk, for later re-use. Note that the Don't delete option must be on for this to work - otherwise, the light cache will be deleted as soon as rendering is complete and it will not be possible to save it.
On render end
This group of controls determine what happens with the light cache after rendering is complete.
Don't delete - when on (the default), the light cache remains in memory after the rendering. Turn this option off to automatically delete the light cache (and thus save memory).
Auto save - when on, the light cache will be automatically written to the specified file. Note that the light cache will be written as soon as it is calculated, rather than at the actual end of the rendering.
Switch to saved map - when on, after the rendeing is complete, the light cache Mode will be automatically set to From file and the name of the auto-saved light cache file will be copied to the File parameter.
Notes
- Do not set the Adaptive amount in the DMC sampler rollup to 0.0 when using the light cache, as this will cause excessive render times.
- Do not apply perfectly white or very close to white materials to a majority of the objects in the scene, as this will cause excessive render times. This is because the amount of reflected light in the scene will decrease very gradually and the light cache will have to trace longer paths. Also avoid materials that have one of their RGB components set to maximum (255) or above.
- If you want to use the light cache for animation, you should choose a large enough value for the Filter size in order to remove the flickering in the GI.
- There is no difference between light caches computed for primary bounces (direct visualization) and for secondary bounces. You can safely use light caches computed in one of these modes for the other.
- Similar to the photon map, you can get "light leaks" with the light cache around very thin surfaces with substantially different illumination on both sides. Sometimes it may be possible to reduce this effect by assigning different GI Surface ID's to the objects on both sides of the thin surface (see the Object settings dialog); the effect can also be reduced by decreasing the Sample size and/or the filtering.
- Examples
General
V-Ray supports the rendering of the caustics effects. In order to produce this effect you must have proper caustics generators and caustics receivers in the scene (for information how to make an object a caustics generator/receiver read the Object settings and Lights settings sections in Render parameters > System > Object/Light settings. The settings in this parameter section control the generation of the photon map (an explanation of the photon map can be found in the Terminology section).
In order to calculate the caustics effects, V-Ray uses a technique known as photon mapping. It is a two-pass technique. The first pass consists of shooting particles (photons) from the light sources in the scene, tracing them as they bounce around the scene, and recording the places where the photons hit the object surfaces. The second pass is the final rendering, when the caustics are calculated by using density estimation techniques on the photon hits stored during the first pass.
Parameters
On - turns rendering of caustics on and off.
Multiplier - this multiplier controls the strength of the caustics. It is global and applies to all light sources that generate caustics. If you want different multipliers for the different light sources then you should use the local light settings. Note: this multiplier is cumulative with the multipliers in the local light settings.
Search distance - when V-Ray needs to render the caustics effect at a given surface point, it searches for a number photons on that surface in the area surrounding the shaded point (search area). The search area in fact is a circle with center the original photon and its radius is equal to the Search distance value. Smaller values produce sharper, but perhaps more noisy caustics; larger values produce smooher, but blurrier caustics.
Max photons - this is the maximum number of photons that will be considered when rendering the caustics effect on a surface. Smaller values cause less photons to be used and the caustucs will be sharper, but perhaps noisier. Larger values produce smoother, but blurrier caustics. The special value of 0 means that V-Ray will use all the photons that it can find inside the search area.
Max density - this parameter allows you to limit the resolution (and thus the memory) of the caustics photon map. Whenever V-Ray needs to store a new photon in the caustics photon map, it will first look if there are any other photons within a distance specified by Max density. If there is already a suitable photon in the map, V-Ray will just add the energy of the new photon to the one in the map. Otherwise, V-Ray will store the new photon in the photon map. Using this options allows you to shoot many photons (and thus get smoother results) while keeping the size of the caustics photon map manageable.
Mode - controls the mode of the irradiance map:
New map - when this option is selected a new photon map will be generated. It will overwrite any previous photon map left over from previous rendering.
Save to file - hit this button if you want to save an already generated photon map in a file.
From file - when you enable this option V-Ray will not compute the photon map but will load it from a file. Hit the Browse button on the right to specify the file name.
File - the file name with the caustics photon map to be loaded when the Mode is set to From file.
Don't delete - when checked, V-Ray will keep the photon map in memory after the scene rendering has finished. Otherwise the map will be deleted and the memory it takes will be freed. This option can be especially useful if you want to compute the photon map for a particular scene only once and then reuse it for further rendering.
Auto save - when this is turned on, V-Ray will automatically save the caustics photon map to the provided file when rendering is complete.
Switch to saved map - this option is only available if Auto save is on. It will cause V-Ray to automatically set the Mode to From file with the file name of the newly saved map.
Notes
- Caustics also depend on the individual light settings (see Light settings dialog).
-
General
The Environment section in V-Ray render parameters is where you can specify a color and a texture map to be used during GI and reflection/refraction calculations. If you don't specify a color/map then the background color and map specified in the 3ds Max Environment dialog will be used by default.
Parameters
GI Environment (skylight)
This group allows you to override the 3ds Max Environment settings for indirect illumination calculations. The effect of changing the GI environment is similar to skylight.
On - turns on and off the GI environment override.
Color - lets you specify the environment (skylight) color. Note that this is ignored if there is an environment texture specified.
Multiplier - a multiplier for the color value. Note that the multiplier does not affect the environment texture (if present). Use an Output map to control the brightness of the environment map if the map itself does not have brightness controls.
Texture - lets you choose a GI environment texture. Note that if present, the texture overrides the specified Color.
Reflection/refraction environment
This group allows you to override the 3ds Max Environment settings when reflections and refractions are calculated. Note that you can also override the reflection/refraction environment on a per material basis (see VRayMtl) or a per map basis (see VRayMap). If you do not enable the Refraction override, this group of controls affects both reflections and refractions. If you enable the Refraction override, then this group affects only reflections.
On - with this option turned on V-Ray will use the specified Color and Texture during reflection/refraction calculations.
Color - lets you specify the environment color for reflections/refractions. This is ignored, if there is an environment texture specified.
Multiplier - a multiplier for the color value. Note that the multiplier does not affect the environment texture (if present). Use an Output map to control the brightness of the environment map, if the map itself does not have brightness controls.
Texture - lets you choose an environment texture texture. Note that if specified, this texture overrides the Color.
Refraction environment
This group allows to override the environment for refraction rays only. When this override is disabled, V-Ray will use the environment specified in the Reflection/refraction group when calculating refractions.
On - enables the refraction environment override.
Color - specifies the environment color for refractions. This color is ignored if there is an environment texture specified.
Multiplier - a multiplier for the Color value. Note that the multiplier does not affect the environment texture (if present). Use an Output map to control the brightness of the environment map, if the map itself does not have brightness controls.
Texture - specifies the environment texture for refractions. Note that if present, this texture overrides the specified Color.
-
General
Monte Carlo (MC) sampling is a method for evaluating "blurry" values (anitaliasing, depth of field, indirect illumination, area lights, glossy reflections/refractions, translucency, motion blur etc). V-Ray uses a variant of Monte Carlo sampling called deterministic Monte Carlo (DMC). The difference between pure Monte Carlo sampling and deterministic Monte Carlo is that the first uses pseudo-random numbers which are different for each and every evaluation (and so re-rendering a single image will always produce slightly different results in the noise), while deterministic Monte Carlo uses a pre-defined set of samples (possibly optimized to reduce the noise), which allows re-rendering an image to always produce the exact same result. By default, the deterministic Monte Carlo method used by V-Ray is a modficiation of Schlick sampling, introduced by Christophe Schlick in [1] (see the References section below for more information).
Note that there exists a sub-set of DMC sampling called quasi Monte Carlo (QMC) sampling, in which the samples are obtained from sequences of numbers, called low-discrepancy sequences, which have special numeric properties. V-Ray, however, does not use this technique.
Instead of having separate sampling methods for each of the blurry values, V-Ray has a single unified framework that determines how many and what exactly samples to be taken for a particular value, depending on the context in which that value is required. This framework is called the "DMC sampler".
The actual number of samples for any blurry value is determined based on three factors:
- The subdivs value supplied by the user for a particular blurry effect. This is multiplied by the Global subdivs multiplier (see below).
- The importance of the value (for example, dark glossy reflections can do with fewer samples than bright ones, since the effect of the reflection on the final result is smaller; distant area lights require fewer samples than closer ones etc). Basing the number of samples allocated for a value on importance is called importance sampling.
- The variance (think "noise") of the samples taken for a particular value - if the samples are not very different from each other, then the value can do with fewer samples; if the samples are very different, then a larger number of them will be necessary to get a good result. This basically works by looking at the samples as they are computed one by one and deciding, after each new sample, if more samples are required. This technique is called early termination or adaptive sampling.
For more information on the relationship and effects of these parameters, please refer to the tutorials section.
Parameters
Amount - controls the extent to which the number of samples depends on the importance of a blurry value. It also controls the minimum number of samples that will be taken. A value of 1.0 means full adaptation; a value of 0.0 means no adaptation.
Min samples - determines the minimum number of samples that must be made before the early termination algorithm is used. Higher values will slow things down but will make the early termination algorithm more reliable.
Noise threshold - controls V-Ray's judgement of when a blurry value is "good enough" to be used. This directly translates to noise in the result. Smaller values mean less noise, more samples and higher quality. A value of 0.0 means that no adaptation will be performed.
Global subdivs multiplier - this will multiply all subdivs values everywhere during rendering; you can use this to quickly increase/decrease sampling quality everywhere. This affects everything, except for the lightmap, photon map, caustics and aa subdivs. Everything else (dof, moblur, irradiance map, brute-force GI, area lights, area shadows, glossy reflections/refractions) is affected by this parameter.
Time independent - when this option is On, the sampling pattern will be the same from frame to frame in an animation. Since this may be undesirable in some cases, you can turn this option Off to make the samping pattern change with time. Note that re-rendering the same frame will produce the same result in both cases.
Path sampler - specifies what algorithm to use to generate sample values. V-Ray uses a modification of Schlick sampling (see the References section below for more details).
References
More information on deterministic Monte Carlo sampling for computer graphics can be found from the sources listed below.
- [1] C. Schlick, An Adaptive Sampling Technique for Multidimensional Integraton by Ray Tracing, in Second Eurographics Workshop on Rendering (Spain), 1991, pp. 48-56
Describes deterministic MC sampling for antialiasing, motion blur, depth of field, area light sampling and glossy reflections.
- [2] K. Chiu, P. Shirley and C. Wang, Multi-Jittered Sampling, in Graphics Gems IV, 1994
Describes a combination of jittered and N-rooks sampling for the purposes of computer graphics.
- [3] Masaki Aono and Ryutarou Ohbuchi, Quasi-Monte Carlo Rendering with Adaptive Sampling, IBM Tokyo Research Laboratory Technical Report RT0167, November 25, 1996, pp.1-5
An online version can be found at
http://www.kki.yamanashi.ac.jp/~ohbuchi/online_pubs/eg96_html/eg96.htm
Describes an application of low discrepancy sequences to area light sampling and the global illumination problem.
- [4] M. Fajardo, Monte Carlo Raytracing in Action, in State of the Art in Monte Carlo Ray Tracing for Realistic Image Synthesis, SIGGRAPH 2001 Course 21, pp. 151-162;
An online version can be found at
http://www.cs.virginia.edu/~gfx/Courses/2003/ImageSynthesis/papers/Monte Carlo/Monte Carlo SIGGRAPH Course.pdf
Describes the ARNOLD renderer employing randomized quasi-Monte Carlo sampling using low discrepancy sequences for pixel sampling, global illumination, area light sampling, motion blur, depth of field, etc.
- [5] E. Veach, December, Robust Monte Carlo Methods for Light Transport Simulation, Ph. D. dissertation for Stanford University, 1997, pp. 58-65
An online version can be found at http://graphics.stanford.edu/papers/veach_thesis/
Includes a description of low discrepancy sequences, quasi-Monte Carlo sampling and its application to solving the global illumination problem.
- [6] L. Szirmay-Kalos, Importance Driven Quasi-Monte Carlo Walk Solution of the Rendering Equation, Winter School of Computer Graphics Conf., 1998
An online version can be found at http://www.fsz.bme.hu/~szirmay/imp1_link.html
Describes a two-pass method for solving the global illumination problem employing quasi-Monte Carlo sampling, as well as importance sampling using low discrepancy sequences.
Examples
Search keywords: color mapping, tone mapping, burn-out, overexpose
General
Color mapping (also called tone mapping) can be used to apply color transformations on the final image colors. Sometimes an image can contain a higher range of colors that can be displayed on a computer screen. Color mapping has the task of re-mapping the image values to be suitable for display purposes.
Parameters
Type - this is the type of transformation used. These are the possible types:
Linear multiply - this mode will simply multiply the final image colors based on their brightness are. Color components that are too bright (above 1.0 or 255) will be clipped. This can result in burnt out spots near bright light sources.
Exponential - this mode will saturate the colors based on their brightness. This can be useful to prevent burn-outs in very bright areas (for example around light sources etc). This mode will not clip bright colors, but will instead saturate them.
HSV exponential - this mode is very similar to the Exponential mode, but it will preserve the color hue and saturation, instead of washing out the color towards white.
Intensity exponential - this mode is similar to the Exponential one, but it will preserve the ratio of the RGB color components and will only affect the intensity of the colors.
Gamma correction - this mode applies a gamma curve to the colors. In this case, the Dark multiplier is a general multiplier for the colors before they are gamma-corrected. The Bright multiplier is the inverse of the gamma value (f.e. for gamma 2.2, the Bright multiplier must be 0.4545).
Intensity gamma - this mode applies a gamma curve to the intensity of the colors, instead of each channel (r/g/b) independently.
Reinhard - this mode is a blend between exponential-style color mapping and linear mapping. If the Burn value is 1.0, the result is linear color mapping and if the Burn value is 0.0, the result is exponential-style mapping.
Dark multiplier - this is the multiplier for dark colors.
Bright multiplier - this is the multiplier for bright colors.
Gamma - this parameter allows the user to control the gamma correction for the output image regardless of the color mapping mode. Note that the value here is the inverse of the one used for the Gamma correction color mapping type. For example, to correct the image for a 2.2-gamma display, you should set the Gamma parameter simply to 2.2.
Sub-pixel mapping - this option controls whether color mapping will be applied to the final image pixels, or to the individual sub-pixel samples. In older versions of V-Ray, this option was always assumed to be on, however its default value is now off as this produces more correct renderings, especially if you use the universal settings approach.
Clamp output - if this is on, colors will be clamped after color mapping. In some situations, this may be undesirable (for example, if you wish to antialias hdr parts of the image, too) - in that case, turn clamping off.
Clamp level - this option specifies the level at which color components will be clamped if the Clamp output option is on.
Affect background - if this is off, color mapping will not affect colors belonging to the background.
Don't affect colors (adaptation only) - when this parameter is on, the color mapping will not be applied to the final image, however V-Ray will proceed with all its calculations as though color mapping is applied (e.g. the noise levels will be corrected accordingly). This can be useful, for example, if you know that you will apply some color correction to the image later on, but wish to keep the rendering itself in linear space for compositing purposes. Note that the Clamp output option will have an effect regardless of the value of the Don't affect colors option.
Linear workflow - when this option is checked V-Ray will automatically apply the inverse of the Gamma correction that you have set in the Gamma field to all VRayMtl materials in your scene. Note that this option is intended to be used only for quickly converting old scenes which are not set up with proper linear workflow in mind. This option is not a replacement for proper linear workflow.
Examples
General
The camera rollout controls the way the scene geometry is projected onto the image. Note that if you use the VRayPhysicalCamera in your scene, most of the parameters in this section are ignored, with the exception of some of the motion blur parameters (those on the right-hand side of the dialog),
Parameters
Camera type
The cameras in V-Ray generally define the rays that are cast into the scene, which essentially is how the scene is projected onto the screen. V-Ray supports several camera types: Standard, Spherical, Cylindrical (point), Cylindrical (ortho), Box and Fish eye. Orthographic views are supported too.
For V-Ray versions prior to SP3 the parameters in this section are ignored, if you are rendering from a VRayPhysicalCamera. V-Ray SP3 and later version take the settings in this menu into consideration.
Override FOV - with this setting you can override the 3ds Max's FOV angle. This is because some V-Ray camera types can take FOV ranges from 0 to 360 degrees, whereas the cameras in 3ds Max are limited to 180 degrees.
FOV - here you specify the FOV angle (only when Override FOV is turned on and the current camera type supports FOV angle).
Height - here you can specify the height of the Cylindrical (ortho) camera. This setting is available only when the Type is set to Cylindrical (ortho).
Auto-fit - this setting controls the auto-fit option of the Fish-eye camera. When Auto-fit is enabled V-Ray will calculate the Dist value automatically so that the rendered image fits horizontally with the image's dimensions.
Dist - this setting applies only to the Fish-eye camera. The Fish-eye camera is simulated as a Standard camera pointed to an absolutely reflective sphere (with a radius of 1.0) that reflects the scene into the camera's shutter. The Dist value contorts how far is the camera from the sphere's center (which is how much of the sphere will be captured by the camera). Note: this setting has no effect when the Auto-fit option is enabled.
Curve - this setting applies only to the Fish-eye camera. This setting contorts the way the rendered image is warped. A value of 1.0 corresponds to a real world Fish-eye camera. As the value approaches 0.0 the warping is increased. As the value approaches 2.0 the warping is reduced. Note: in fact this value controls the angle at which rays are reflected by the virtual sphere of the camera.
Type - from this list you can select the type of the camera. See the Examples section for a more detailed discussion on camera types.
Standard - this is a standard pinhole camera.
Spherical - this is a spherical camera which means that the camera lenses has spherical form.
Cylindrical (point) - with this type of camera all rays have a common origin - they are cast from the center of the cylinder. In the vertical direction the camera acts as a pinhole camera and in the horizontal direction it acts as a spherical camera.
Cylindrical (ortho) - in vertical direction the camera acts as an orthographic view and in the horizontal direction it acts as a spherical camera.
Box - the box camera is simply 6 standard cameras placed on the sides of a box. This type of camera is excellent for generation of environment maps for cube mapping. It may be very useful for GI too - you can calculate the irradiance map with a Box camera, save it to file and you can reuse it with a Standard camera that can be pointed at any direction.
Fish eye - this special type of camera captures the scene as if it is normal pinhole camera pointed at an absolutely reflective sphere which reflects the scene into the camera's shutter. You can use the Dist/FOV settings to control what part of the sphere will be captured by the camera. The red arc in the diagram corresponds to the FOV angle. Note that the sphere has always a radius of 1.0.
Warped spherical - another spherical camera with slightly different mapping formula.
Depth of field
These parameters control the depth of field effect when rendering with a standard 3ds Max camera or with a perspective viewport. The parameters are ignored if you render from a VRayPhysicalCamera view.
On - turns the depth-of-field effect on.
Aperture - this is the size of the virtual camera aperture, in world units. Small aperture sizes reduce the DOF effect, larger sizes produce more blur.
Center bias - this determines the uniformity of the DOF effect. A value of 0.0 means that light passes uniformly through the aperture. Positive values mean that light is concentrated towards the rim of the aperture, while negative values concentrate light at the center.
Focal distance - determines the distance from the camera at which objects will be in perfect focus. Objects closer or farther than that distance will be blurred.
Get from camera - when this option is on, the Focal distance is determined from the camera target, if the rendering is done froma camera view.
Sides - this option allows you to simulate the polygonal shape of the aperture of real-world cameras. When this option is off, the shape is assumed to be perfectly circular.
Rotation - specifies the orientation of the aperture shape.
Anisotropy - this option allows the stretching of the bokeh effect horizontally or vertically. Positive values stretch the effect in the vertical direction. Negative values stretch it in the horizontal direction.
Subdivs - controls the quality of the DOF effect. Lower values are computed faster, but produce more noise in the image. Higher values smooth out the noise, but take more time to render. Note that the quality of sampling also depends on the settings of the DMC sampler as well as on the chosen Image sampler.
Motion blur
On - turns motion blur on.
Duration - specifies the duration, in frames, during which the camera shutter is open.
Interval center - specifies the middle of the motion blur interval with respect to the 3ds Max frame. A value of 0.5 means that the middle of the motion blur interval is halfway between the frames. A value of 0.0 means that the middle of the interval is at the exact frame position.
Bias - this controls the bias of the motion blur effect. A value of 0.0 means that the light passes uniformly during the whole motion blur interval. Positive values mean that light is concentrated towards the end of the interval, while negative values concentrate light towards the beginning.
General motion blur parameters
These parameters are used whether you are rendering from a standard camera or from a VRayPhysicalCamera with motion blur enabled.
Prepass samples - this controls how many samples in time will be computed during irradiance map calculations.
Blur particles as mesh - this option controls the blurring of particle systems. When this is on, particles will be blurred like normal meshes. However, many particle systems change the number of particles between frames. You can turn off this option to compute the motion blur from the velocity of the particles instead.
Geometry samples - this determines the number of geometry segments used to approximate motion blur. Objects are assumed to move linearly between geometry samples. For fast rotating objects, you need to increase this to get correct motion blur. Note that more geometry samples increase the memory consumption, since more geometry copies are kept in memory. You can also control the number of geometry samples on a per-object basis from the Object settings dialog.
Subdivs - determines the quality of the motion blur. Lower values are computed faster, but produce more noise in the image. Higher values smooth out the noise, but take more time to render. Note that the quality of sampling also depends on the settings of the DMC sampler as well as on the chosen Image sampler.
Notes