vray render optimization for all vray

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    INTRO

    In this tutorial we'll attempt to cover and clarify how to optimize your V-Ray render settings to get the bestpossible render quality and fastest render time for a given scene.

    There's often a lot of confusion surrounding the topic of V-Ray's sampling and what 'ideal' settings are.any times you'll see artists adopt the '!niversal V-Ray "ettings' of having the Image "ampler #$nti-$liasing% or $$& a "ubdivs value set very high #li(e )* or +**&% and then simply lowering the noisethreshold value until the render becomes clean enough - thin(ing that it's the best , fastest that V-Ray cando. ut with a bit of understanding of how V-Ray wor(s under the hood% you can achieve a higher qualityresult IT/ faster render times - in some etreme cases ranging between3x fasterto 13x fasterthan theuniversal settings.

    e'll first cover some of the underlying concepts behind how rendering and V-Ray's sampling wor(s. e'llthen go over an eample scene to demonstrate eactly how a render can be optimized to be faster and

    cleaner. Then we'll learn how to identify the different sources of noise a scene can have. $nd finally I'llprovide a step-by-step procedure to optimize any scene to render with the perfect balance of quality andspeed.

    If you already (now the underlying concepts and 0ust want the technical step-by-step procedure%clic( hereto s(ip right to it.

    Neste tutorial vamos tentar cobrir e esclarecer como otimizar o seu V- Raytornar as confguraes para obter a melhor qualidade possvel tornar maisrpida e tempo de render para uma determinada cena

    ! muitas vezes uma grande con"us#o em torno do tema de samples do V-Ray e quais s#o as confguraes $ideais$ %uitas vezes voc& vai ver artistasadotarem as ' (niversal V-Ray )ettings' de ter o valor do *mage)ampler+ ,nti- ,liasing ou ,,. %a/ )ubdivs muito elevado +como 01 ou211. e em seguida basta bai/ar o valor do noise threshold at3 o rendertorna-se limpo o sufciente - pensando que ele 3 o melhor 4 mais rpido queo V-Ray pode "azer %as com um pouco de compreens#o de como o V-Ray"unciona internamente voc& pode conseguir um resultado mais elevado de

    qualidade com tornam mais rpido vezes - em alguns casos e/tremos quevariam entre os 5/ mais rpido para 25/ mais rpido do que asconfguraes universais

    6rimeiro vamos cobrir alguns dos conceitos sub7acentes como renderiza#oe como "unciona o sampleamento do V -Ray Vamos ent#o passar por cimade uma cena de e/emplo para demonstrar e/atamente como uma renderpode ser otimizado para ser mais rpido e mais limpo 8nt#o vamosaprender a identifcar as di"erentes "ontes de rudo que uma cena pode ter8 fnalmente eu vou dar um procedimento passo -a-passo para otimizar

    http://www.cggallery.com/images/tutorials/vray_optimization_figure_07.jpghttp://www.cggallery.com/images/tutorials/vray_optimization_figure_07.jpghttp://www.cggallery.com/images/tutorials/vray_optimization_figure_07.jpghttp://www.cggallery.com/images/tutorials/vray_optimization_example_01.jpghttp://www.cggallery.com/tutorials/vray_optimization/#procedurehttp://www.cggallery.com/images/tutorials/vray_optimization_example_01.jpghttp://www.cggallery.com/tutorials/vray_optimization/#procedurehttp://www.cggallery.com/images/tutorials/vray_optimization_figure_07.jpg
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    qualquer cena para processar com o equilbrio per"eito entre qualidade evelocidade

    )e voc& 7 conhece os conceitos sub7acentes e s9 quer o procedimentopasso -a-passo t3cnico clique aqui para pular direito a ela

    RAYTRACING 101

    hen a render begins% rays are first sent out from our camera into the scene to gather information aboutthe geometry that will be visible in the final render. These rays originating from the camera arecalled Primary Rays#sometimes also called 1amera Rays or 2ye Rays& and are controlled by V-Ray's Image Sampler#$lso (nown as $nti-$liasing or $$&.

    henever a 3rimary Ray intersects with geometry in the scene% additional rays get sent out from that pointof intersection into the rest of the scene to gather information about things li(e 4ighting% "hadows% 5lobalIllumination #5I&% Reflection% Refraction% "ub-surface "cattering #"""&% etc. These additional rays arecalled Secondary Raysand are controlled by V-Ray's DMC Sampler.

    :uando uma render comea os raios s#o enviados primeiramente para "orada nossa c;mera na cena para reunir in"ormaes sobre a geometria queser visvel na renderiza#o fnal 8stes raios provenientes da c;mera s#ochamados de 6rimary Rays +por vezes tamb3m chamados de

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    6rom this point forward% we'll simply refer to 'Rays' as '"amples' - because that's what a ray's purpose is -to ta(e a sample of a scene to gather information about what's going on in it. Rays = Samples.

    In order to accurately figure out what's going on in a scene% many 3rimary and "econdary "amples areneeded to be ta(en. The more a scene gets sampled% the more information V-Ray is able to gather aboutthe scene% and the higher quality the render will be - which means less Noisein the render. 7ousee% Noise is caused by a lac of information. 8oise in a render means that V-Ray wasn't able to gatherenough information about what's going on in a scene. "o to reduce noise% you need to provide V-Ray withmore information - and to provide V-Ray with more information% you need to ta(e more samples.

    The amount of 3rimary "amples sent out into the scene is mainly controlled by the Min Subdi!s% MaxSubdi!s% and Color "#res#oldsettings of the Image "ampler. The amount of "econdary "amples sentout into the scene is mainly controlled by theSubdi!ssettings from individual 4ights , 5lobal Illumination ,aterials in the scene% and the Noise "#res#oldsetting of the 91 "ampler. #Noise "#res#oldisnamed $dapti!e "#res#oldin V-Ray for aya&

    ?este ponto em diante vamos simplesmente se re"erem a ' Rays ' como ')amples ' - porque 3 essa a "un#o de um Ray - ter uma amostra de uma

    cena para reunir in"ormaes sobre o que est acontecendo nela Rays @)amples

    , fm de descobrir com precis#o o que est acontecendo em uma cenamuitos 6rimary and )econdary )amples s#o necessrias :uanto mais)amples na cena mais in"ormaes o V- Ray 3 capaz de reunir sobre amesma e o render ter melhor qualidade - o que signifca menos noise norender 6odemos defnir ent#o que o noise 3 causado por uma "alta dein"orma#o Noise no render signifca que V- Ray n#o era capaz de reunirin"ormaes sufcientes sobre o que est acontecendo em uma cena

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    6ortanto para reduzir o noise voc& precisa "ornecer ao V-Ray maisin"ormaes - e para "ornec&-las voc& precisa tomar mais amostras

    , quantidade de 6rimary )amples enviados para a cena 3 controladoprincipalmente pelos )ubdivs %in %a/ )ubdivs e "ubdivs : ?@ "amples. #>e/o ere"ra#o de materiais e )))

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    $ 'reen-ish color means a medium amountof the available 3rimary "amples #$$& was ta(en at

    the piel.

    $ Red-ish color means a #ig# amountof the available 3rimary "amples #$$& was ta(en at the

    piel.

    E )ampleRate render element 3 uma das "erramentas mais importantespara nos a7udar a otimizar nosso render D a maneira do V-Ray nos mostrare/atamente o que o *mage )ampler +,,. est "azendo em determinadopi/el 8le "az isso atrav3s da atribui#o de uma determinada cor para cadapi/el no render de acordo com o nGmero de amostras primrias +,,. est#osendo tomadas naquele pi/el +que pode ser visto atrav3s da visualiza#o do)ampleRate Render 8lement.

    , cor azul signifca que uma bai/a quantidade de 6rimary )amples +,,.disponveis "oi tomada no pi/el

    , cor verde signifca uma quantidade m3dia de 6rimary )amples +,,.disponveis "oi tomada no pi/el

    , cor Vermelho signifca uma quantidade elevada de 6rimary )amples +,,.disponveis "oi tomada no pi/el

    "o for a scene with the Image "ampler #$$& set to 1minand 1(maxSubdi!s#meaning 1minand 1((max Primary Samples&=

    $ lue piel means that + 3rimary "ample was ta(en

    $ 5reen piel means that )* 3rimary "amples were ta(en

    $ Red piel means that +** 3rimary "amples were ta(en.

    $nd for a scene with the Image "ampler #$$& set to 1minand 1((maxSubdi!s#meaning 1minand 1((((max Primary Samples&=

    $ lue piel means that + 3rimary "ample was ta(en

    $ 5reen piel means that )*** 3rimary "amples were ta(en $ Red piel means that +**** 3rimary "amples were ta(en.

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    ,ssim para uma cena com o *mage )ampler +,,. defnido para 2min e21ma/ )ubdivs +signifcando 2min e 211 ma/ 6rimary )amples.C

    (m pi/el azul signifca que 2 6rimary )ample "oi tomado

    (m pi/el verde signifca que 01 6rimary )amples "oram tomadas

    (m pi/el Vermelho signifca que 211 6rimary )amples "oram tomadas

    8 para uma cena com o *mage )ampler +,,. defnido para 2min e 211ma/)ubdivs +signifcando 2min e 21111ma/ 6rimary )amples.C

    (m pi/el azul signifca que 2 6rimary )ample "oi tomada

    (m pi/el verde signifca que 0111 6rimary )amples "oram tomadas

    (m pi/el Vermelho signifca que 21111 6rimary )amples "oram tomadas

    EXAMPLE SCENE - UNDERSTANDING HOW V-RAY WORKS

    6or this tutorial% we'll be wor(ing with a simple test scene consisting of= $ plane with a few spheres on top%

    various simple materials #including diffuse% glossy reflection% glossy refraction% and """&% < areas lights%

    and a domelight with an /9RI. 5lobal Illumination is enabled and set to rute 6orce A 4ight 1ache. This

    scene file can be downloaded)*R*.

    e'll begin with a baseline render with the following render settings=

    Image "ampler #$$& set to 1min + ,max Subdi!s.

    4ights% 5I% and aterials all set to the default of , Subdi!s.

    8oise Threshold set to the default of (-(1.

    $ll other render settings are left at their defaults.

    6ara este tutorial vamos trabalhar com uma cena simples que consiste emCum plane com algumas es"eras na parte superior vrios materiais simples+incluindo diHuse glossy re>ection glossy re"raction e ))). I areas lightse uma ?omelight com um !?R* =lobal *llumination 3 habilitado econfgurado para Jrute Force K Bight

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    Vamos comear o teste com as seguinte confguraes de renderiza#oC

    *mage )ampler +,,. defnido para 2min e Lma/ )ubdivs

    Buzes =* e %ateriaisC padr#o de L )ubdivs

    Noise Ahreshold defnido para o padr#o de 112

    Aodas as outras confguraes de renderiza#o s#o dei/ados em seuspadres

    8ow lets go over eactly what's happening in this baseline render. Through the render settings% you're

    telling V-Ray=

    BI'm allowing you to use up to ?@ #> "ubdivs& 3rimary "amples #$$& per piel

    to figure out what's going on in this scene and reduce the noise as close as

    you can to my specified noise threshold... !T for each of those 3rimary

    "amples you ta(e% you're only allowed to ta(e + additional "econdary

    "ample to figure out what's going on for each 4ight% 5I% and aterial.B

    ,gora vamos verifcar e/atamente o que est acontecendo nesse teste derender ,trav3s das confguraes de renderiza#o voc& est dizendo V-RayC

    $8u estou permitindo que voc& use at3 M +oito )ubdivs. 6rimary )amples+,,. por pi/el para descobrir o que est acontecendo nessa cena e reduzir orudo o m/imo possivel para o noise threshold especifcado mas paracada uma desses 6rimary )amples voc& s9 est autorizado a usar um)econdary )ample adicional para descobrir o que est acontecendo paracada Buz =* e materiais $

    $t this point you may be as(ing=

    Bait% only + "econdary "ample for the 4ights% 5I% and aterials eachC "houldn't it be ?@ "amples #>

    "ubdivs& as we've set themCB

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    ell it's important to note that even though the 4ights% 5I% and aterials are set to ?@ "amples #> "ubdivs&

    each - V-Ray internally divides this value by the $$ a "amples value of your scene. So instead of t#e

    ./ Samples for t#e lig#t and material eac# as you mig#t expect0 t#is gets di!ided by t#e $$ Max of

    ./ Samples , Subdi!s20 ic# results in only 1 Secondary Sample being taen for t#e ig#ts0 'I0

    and Materials eac#-#?@ "econdary "amples , ?@ 3rimary "amples : + "econdary "ample&.

    Neste ponto voc& pode estar se perguntandoC

    $8spere apenas 2 )econdary )amples para as luzes =* e %ateriais cadaumO N#o deveria ser de M amostras +L. subdivs como 7 defni-losO$

    Jem 3 importante notar que apesar de as luzes =* e %ateriais est#odefnidas para M amostras +L subdivs. cada o V-Ray divide internamenteeste valor pelo valor de ,, %a/ )amples de sua cena 8nt#o ao inv3s dosM amostras para a luz e material de cada um como se poderia esperar

    este 3 dividido pelo ,, %a/ de M )amples +L )ubdivs. o que resulta emapenas um )econdary )amples sendo levado para as luzes =* e %ateriaiscada +M amostras secundrias 4 M 6rimary )amples @ 2 )econdary)amples.

    The reason V-Ray does this is because it's internal formulas are set up in a way that attempts to

    automatically balance it's two samplers. The thin(ing behind this is that with more 3rimary "amples being

    ta(en of your scene% a proportionally smaller amount of "econdary "amples are needed to figure out

    eactly what's happening in the scene #which we'll soon learn% this isn't always desirable&. This balancing

    of the Image "ampler and the 91 "ampler can be a bit confusing at first% but the important thing to ta(e

    away is this= 4#ene!er you increase your Image Sampler $$2 settings0 56Ray tries to compensate

    by internally decreasing your DMC Sampler settings. 4ater on if you're interested in learning moreabout how V-Rays internal formulas wor( - you can chec( out the 91 1alculator I've coded - but for right

    now it's not necessary.

    , raz#o pela qual o V-Ray "az isso 3 porque 3 "9rmulas internas s#o criadasde uma maneira que tentam equilibrar os dois samplers+6rimary e)econdary. E pensamento por trs disso 3 que com mais 6rimary )amplessendo levado de sua cena uma quantidade proporcionalmente menor de)ecundary )amples s#o necessrias para descobrir e/atamente o que est

    acontecendo na cena +que veremos em breve isso n#o 3 sempre dese7vel.8ste equilbrio do *mage )ampler e do ?%< )ampler pode ser um poucocon"uso no incio mas a coisa importante a tirar 3 a seguinteC )empre quevoc& aumentar as defnies do *mage )ampler +,,. o V-Ray tentacompensar diminuindo internamente as confguraes do ?%< )ampler%ais tarde se voc& estiver interessado em aprender mais sobre como"uncionam as "9rmulas internas trabalho do V-Ray - voc& pode con"erir o?%<

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    BI was 8DT able to figure out what's going on in all of this scene according to the level of quality #noise

    threshold& you want it to be atE - $ lot of the time I had to use up all of the ?@ 3rimary "amples with +

    "econdary "ample per 4ight% 5I% and aterial you allowed me to use for each piel% but it still didn't

    provide me with enough information in those areas.B

    8nt#o vamos voltar para a renderiza#oC

    E V-Ray termina o render da melhor "orma que pode gerenciar mas avisa+por muitos pi/els vermelhos no )ampleRate Render 8lement.C

    $8u n#o era capaz de descobrir o que est acontecendo em toda esta cenade acordo com o nvel de qualidade +noise threshold. que voc& dese7a ,

    maior parte do tempo eu tive que usar todos os M 6rimary )amples com 2)econdary )amples por Buz =* e material que me permitiu usar para cadapi/el mas ainda n#o me "orneceu in"orma#o sufciente nessas reas $

    If we ta(e a loo( at the render - we'll notice that while the geometric detail #edges of ob0ects& seem fairlyclean and defined% there are indeed noisy areas of the image - specifically noticeable in the reflections andshadows. "o we've got this noisy baseline render% and we have two options to reduce the noise to meetour desired level of quality #noise threshold&=

    7ption 81: Increase $$ Max Subdi!s- 4et V-Ray ta(e more 3rimary "amples to figure out the scene -but again only + additional "econdary "ample for the lights , gi , materials each per 3rimary"ample.

    7ption 89: Increase ig#ts : 'I : Materials Subdi!s- Tell V-Ray to stay at the same amount of 3rimary"amples - but instead allow it ta(e more "econdary "amples with each 3rimary "ample tobetter figure out the scene.

    )e dermos uma olhada no render - vamos notar que enquanto os detalhesgeom3tricos +bordas dos ob7etos. parecem bastante limpo e defnido h de"ato reas ruidosas da imagem - especialmente visveis nos re>e/os esombras 8nt#o n9s temos esses ruidos no render e temos duas opespara reduzi-los de acordo com o nosso nvel de qualidade dese7ado +noisethreshold.C

    Ep#o 2

    ,umentar ,, %a/ )ubdivs - ,ssim o V-Ray ir tomar mais 6rimary )amplespara descobrir a cena - mas novamente apenas 2 )econdary )amplesadicional para as luzes 4 gi 4 materiais cada um por 6rimary )ample

    Ep#o I

    ,umentar )ubdivises de Buzes 4 =* 4 %ateriais - E V-Ray ir usar a mesmaquantidade de 6rimary )amples - mas ir permitir que ele tome mais

    )econdary )amples em cada 6rimary )amples para resolver a cena

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    EXAMPLE SCENE - OPTION #1 - INCREASED AA MAX SUBDIVS

    "o lets first try what most people usually do to get a high quality #low noise& render - adopt the so-called'!niversal V-Ray "ettings' and let V-Ray ta(e as many 3rimary "amples #$$& as needed to eliminate the

    noise.

    e'll increasethe Image "ampler #$$& to 1min; 1((max Subdi!s.

    e'll leave the 4ights% 5I% and aterials set to , Subdi!seach.

    e'll reducethe 8oise Threshold to (-((;to tell V-Ray we really want a noise-free render.

    8nt#o vamos primeiro tentar o que a maioria das pessoas costumam "azerpara obter uma alta qualidade de render +bai/o nvel de rudo. - adotar aschamadas $(niversal V-Ray )ettings 'e dei/ar o V-Ray tirar quantas 6rimary

    )amples +,,. "orem necessrios para eliminar o rudo

    Vamos aumentar o *mage )ampler +,,. para )ubdivs 2min P 211ma/

    Vamos dei/ar as luzes =* e %ateriais defnidos para L )ubdivs cada

    Vamos reduzir o Noise Ahreshold para 1110 a dizer V-Ray que realmentequeremos um render livre de rudo

    8ow lets go over eactly what's happening in this Dption F+ render. Through the render settings% you're

    telling V-Ray=

    ,gora vamos passar por cima e/atamente o que est acontecendo nesteEp#o Q 2 de render ,trav3s das confguraes de renderiza#o voc& estdizendo V-RayC

    BI'm allowing you to use up to +**** #+** subdivs& 3rimary "amples #$$& per piel to figure out what's

    going on in this scene and reduce the noise as close as you can to my specified noise threshold... !T for

    each of those 3rimary "amples you ta(e% you're only allowed to ta(e + additional "econdary "ample to

    figure out what's going on with the 4ights% 5I% and aterials each.B

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    $8u estou permitindo que voc& use at3 21111 +211 subdivs. 6rimary)amples +,,. por pi/el para descobrir o que est acontecendo nessa cena ereduzir o rudo t#o pr9/imo quanto possvel para o meu Noise Ahresholdespecifcado mas para cada uma dessas 6rimary )amples que voc& tomavoc& s9 est autorizado a tomar um )econdary )ample adicional para

    descobrir o que est acontecendo com as luzes =* e %ateriais cada um $

    $gain% remember that even though the 4ights% 5I% and aterials are set to ?@ "amples #> "ubdivs& each -

    V-Ray internally divides these values by the $$ a "amples value of your scene. "o instead of ?@

    "amples% this gets divided by the $$ a of +**** "amples #+** "ubdivs&% which results in the minimum

    of only + "econdary "ample being ta(en for the 4ights% 5I% and aterials each. #?@ "econdary "amples ,

    +**** 3rimary "amples : + "econdary "ample&.

    %ais uma vez lembre-se que apesar de as luzes =* e %ateriais est#odefnidas para M )amples +L subdivs. cada - V-Ray divide internamente

    esses valores pelo valor de ,, %a/ )amples de sua cena 8nt#o ao inv3s deM )amples este 3 dividido pelo ,, %a/ de 21111 )amples +211 subdivs.o que resulta no mnimo de apenas 2 )econdary )ample sendo levado paraas luzes =* e %ateriais cada +M amostras secundrias 4 21111 6rimary)amples @ 2 )econdary )ample.

    V-Ray finishes the render as best as it can manage% and tells you #by the now mostly 4!2 "ampleRate

    render element&=

    E V-Ray fnaliza a imagem da melhor maneira que consiga gerenciar e lhediz +atraves da maioria dos samples azuis do )ampleRate Render 8lement.C

    BI was able to figure out all of what's going on in this scene to the level of quality #noise threshold& you

    want it to be atE - In fact% I was able to figure it out well before I had to use all +**** 3rimary "amples with

    + "econdary "amples per 4ights% 5I% and aterials you allowed me for each piel.B

    $8u era capaz de descobrir tudo o que est acontecendo nesta cena com onvel de qualidade +Noise Ahreshold que voc& quer Na verdade eu eracapaz de descobrir isso bem antes de ter que usar todos 21111 6rimary)amples com um )econdary )amples por Buzes =* e %ateriais que voc&havia me permitido para cada pi/el $

    e ta(e a loo( at the Dption F+ render and see the noise has definitely been improved compared to thebaseline render. The render time has increased by 11min //s#G.> longer& compared to the aselineRender% but that's to be epected with a higher quality render% rightC $t this point% most people would thin(this is as good as it gets% and call the render 6I8I"/29E

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    ...ut what happens if we were to try that Dption F< we discussed earlierC Instead of increasing the $$a "ubdivs% what happens if we instead opted to only increase the 4ights , 5I , aterials "ubdivsC elllets find out...

    Vamos dar uma olhada no render da op#o Q 2 e notamos que o noisedefnitivamente melhorou em rela#o ao render base E tempo de renderaumentou 22min s +L / mais. em rela#o ao render base mas isso 3 dese esperar com uma maior qualidade de renderiza#o certoO Neste ponto amaioria das pessoas acha que isso 3 t#o bom e chamar o render ,

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    Dnce more% lets go over eactly what's happening in this Dption F< render. Through the render settings%

    you're telling V-Ray=

    BI'm allowing you to use up to ?@ #> subdivs& 3rimary "amples #$$& per piel

    to figure out what's going on in this scene and reduce the noise as close as

    you can to my specified noise threshold... $89 for each of those 3rimary

    "amples you ta(e% you're allowed to ta(e up to +** additional "econdary

    "amples to figure out what's going on with the 4ights% 5I% and aterials

    each.B

    %ais uma vez vamos verifcar e/atamente o que est acontecendo nestaEp#o Q I

    ,trav3s das confguraes de renderiza#o voc& est dizendo V-RayC

    $8u estou permitindo que voc& use at3 M +oito subdivs. 6rimary )amples+,,. por pi/el para descobrir o que est acontecendo nessa cena e reduzir orudo t#o pr9/imo quanto possvel para o meu noise thresholdespecifcado 8 para cada uma dessas 6rimary )amples que voc& tomavoc& est autorizado a levar at3 211 )econdary )amples adicionais para

    descobrir o que est acontecendo com as luzes =* e %ateriais cada um $

    $gain% remember that even though the 4ights% 5I% and aterials are set to ?@** "amples #>* "ubdivs&each - V-Ray automatically divides these values by the $$ a "amples value of your scene. "o insteadof ?@** "amples% this gets divided by the $$ a of ?@ "amples #> "ubdivs&% which results in only +**"econdary "amples being ta(en for the 4ights% 5I% and aterials each. #?@** "econdary "amples , ?@3rimary "amples : +** "econdary "ample&.

    V-Ray finishes the render as best as it can manage% and tells you #through the "ampleRate renderelement&=

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    BI was able to figure out almostall of what's going on in this scene to the level of quality #noise threshold&

    you want it to be atE - In fact% most of the time I was able to figure it out well before I had to use all ?@

    3rimary "amples per pielE $ll those etra +** "econdary "amples per 4ight% 5I% and aterial provided

    each 3rimary "ample with so much more information this timeEB

    %ais uma vez lembre-se que apesar de as luzes =* e %ateriais est#odefnidas para M11 )amples +L1 subdivs. cada - V-Ray divideautomaticamente esses valores pelo valor ,, %a/ )amples de sua cena8nt#o ao inv3s de M11 amostras este 3 dividido pelo ,, %a/ de Mamostras +L )ubdivs. o que resulta que 211 )econdary )amples que est#osendo tomadas para as luzes =* e %ateriais cada +M11 )econdary)ample 4 M 6rimary )amples @ 211 )econdary )ample.

    V-Ray termina o render da melhor "orma que pode gerenciar e diz-lhe+atrav3s do )ampleRate Render 8lement.C

    $8u era capaz de descobrir quase tudo o que est acontecendo nesta cenacom o nvel de qualidade +noise threshold. que voc& quer Na verdade namaioria das vezes eu era capaz de descobrir isso bem antes de usar todosos M 6rimary )amples por pi/elS Aodos aqueles 211 )econdary )amplese/tras por Buz =* e material "orneceram a cada 6rimary )ample muito maisin"orma#o desta vezS $

    e ta(e a loo( at the Dption F< render and see the noise has definitely been improved compared to thebaseline render. The render time has increased by /m 3,s#@.) 4onger& compared to the aselineRender% but that's to be epected with a higher quality render.

    ut here's where things start to get interesting...hen we compare 7ption 89's render against 7ption 81's render% we can see that 7ption 89 ga!e us acleaner rendere/os tornaram-se maisprecisos - perceptvel no ch#o no fnal do corredor

    IDENTIFYING SOURCES OF NOISE

    The (ey to properly optimizing a render is to correctly identify which aspects of a scene are causing noise%

    and assigning the right sampler with enough samples to attac( that noise at it's source. "ome scenes will

    require more samples for the Image "ampler% while others #li(e the ones shown in the eamples above&

    will require more samples for the 91 "ampler. $s a general guideline=

    1ircumstances where the Image Sampler $$2 &ill reBuire larger amounts of Primary Samplestoeliminate noise=

    6ine geometric detail li(e /air% 5rass% 6oliage% etc.

    Very fine teture detail li(e weaves% tiny bump map details% etc.

    "cenes with shallow 9epth of 6ield or heavy otion lur.

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    1ircumstances where the DMC Sampler &ill reBuire larger amounts of Secondary Samplestoeliminate noise=

    4arge light sources that cast soft shadows.

    aterials with strong glossy Reflection or Refraction.

    "cenes with 5lobal Illumination #rute 6orce& - particularly indoor scenes.

    , chave para otimizar adequadamente um render 3 identifcar corretamentequais os aspectos de uma cena est#o causando noise e adicionando)amples em quantidade sufciente para atacar esse noise em sua "onte,lgumas cenas vao e/igir mais samples para o *mage )ampler enquantooutros +como as mostradas nos e/emplos acima. vao e/igir mais amostraspara o ?%< )ampler e/#o brilhante ou re"ra#o

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    Rudo causado pela ?%< )ampler pode ser um pouco mais complicado dever e/atamente o que est causando isso Felizmente temos algumas"erramentas muito Gteis Y nossa disposi#o para nos a7udar a descobrir isso

    - V-Ray's Render 8lements passesC *lumina#o *lumina#o =lobal re>e/#o ere"ra#o ,o analisar estes elementos voc& pode rapidamente isolar everifcar os nveis de rudo causados por qualquer um desses aspectosindividuais da sua cena

    OPTIMIZATION PROCEDURE

    8ow that we have a solid understanding of how much can be gained by properly utilizing V-Ray's

    samplers% and how to identify the sources of noise in our scene% we can follow a step-by-step procedure tohelp optimize whatever scene you may be dealing with.

    The general idea behind this procedure is to begin by setting t#e Image Sampler $$2 Max ust #ig#enoug# to clearly define t#e 'eometry0 "extures0 Dept# of ield0 and Motion %lur detail in yourscene0 and t#en tune eac# of t#e DMC Sampler?s aspects ig#ts:S#ado&s0 'I0 MaterialReflection:Refraction2 one at a time to eliminate noise-"o we'll start with default V-Ray settings% andbring our render to a very basic state to start the optimization process=

    ,gora que temos uma s9lida compreens#o de quanto ganho teremosatrav3s da utiliza#o adequada de samplers do V-Ray e como identifcar as

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    "ontes de noise em nossa cena podemos seguir um procedimento passo-a-passo para a7udar a otimizar a cena

    , id3ia geral por trs deste procedimento 3 de comear a defnir o *mage)ampler +,,. %a/ apenas o sufciente para defnir claramente a geometriate/turas ?EF e %otion Jlur em sua cena e ent#o sintonizar cada um dosaspectos do ?%< )ampler +luzes 4 sombras =* Re>e/#o material 4 Re"ra#o.um de cada vez para eliminar o noise 8nt#o vamos comear com asdefnies de V-Ray padr#o e confgurar o render a um estado muito bsicopara iniciar o processo de otimiza#oC

    +. In V-Ray's 5lobal "ettings rollout - unchec( '4ights' to disable them% and set '9efault 4ights' toD8.

    e/#o re"ra#o

    EpcionalC Reduza o tamanho do "rame para ter um "eedbacZ mais rpidodurante o processo de otimiza#o

    Neste ponto o seu render deve ser nada al3m de uma imagem di"usa

    "uning t#e Image Sampler $$2E+. 5radually raise the Image "ampler #$$& a "ubdivs value until all geometry edges% teture

    detail% depth of field% and motion blur in your scene appears crisp and clear. 1hec( the "ampleRateRender 2lement for red areas and reduce them as needed by increasing your Image "ampler #$$&"ubdivs a value until they only reside along the very edges of your ob0ect and teture details. Dncethese details appear nice and crisp% leave your Image "ampler #$$& settings alone.

    ,7ustando o )ampler *magem +,,.C

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    ,umentar gradualmente o valor do *mage )ampler +,,. %a/ )ubdivs at3que todas bordas geometria te/tura detalhe ?EF e motion blur em suacena aparea ntida e clara Verifque as reas vermelhas no )ampleRaterender element e reduza-as quando necessrio aumentando o valor do*mage )ampler +,,. %a/ )ubdivs at3 que apaream apenas ao longo das

    edges e dos detalhes da te/tura (ma vez que esses detalhes parecembons dei/e seu *mage )ampler +,,. padr#o

    "uning t#e scene?s ig#ting : S#ado&sE

    +. In V-Ray's 5lobal "ettings rollout - 1hec( '4ights' to re-enable them% and set '9efault 4ights' bac(to D66.$t this point your render should have normal lighting and shadows% but still diffuse

    materials.J2ampleK8otice that noise #along with more red piels in the "amplerRate render element& has been re-introduced to the render from enabling your scene's 4ighting.

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    $gain notice that noise #along with more red piels in the "amplerRate render element& has been re-introduced to the render from enabling your scene's 5I.

    e/#o do seu cabelo e re"ra#o 3 de "ato controladopelo valor de =lobal *llumination )ubdivs de sua cena Voc& pode verifcarisso reparando como o re>e/o e re"ra#o do cabelo n#o aparecemtotalmente nos Render 8lements de Re>e/o e Re"ra#o enquanto o =* est

    ligado *sto porque os Render 8lements de Re>e/o e Re"ra#o doVRay!air%tl s#o inteiramente dependentes =* tamb3m por isso que oVRay!air%tl n#o tem valores subdivs separadas para a sua re>e/#o ere"ra#o 8nt#o agora 3 tamb3m o momento de ser a7ustar seu re>e/ocabelo e qualidade de re"ra#o

    "uning t#e scene?s Reflections and RefractionsE

    +. In V-Ray's 5lobal "ettings rollout - 1hec( 'Reflection,Refraction' and '5lossy 2ffects' to re-

    enabled them.$t this point your scene should render as normal% with lighting% 5I% and material reflection ;refraction.J2ampleK

    http://www.cggallery.com/images/tutorials/vray_optimization_procedure_04.jpghttp://www.cggallery.com/images/tutorials/vray_optimization_procedure_04.jpg
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    ut again% notice that noise #along with more red piels in the "amplerRate render element& havebeen re-introduced to the render from enabling your scene's Reflections ; Refractions.

    e/#o 4 Re"ra#o ' e '8"eitos =lossy '

    Neste ponto a cena deve renderizar normal com ilumina#o =* bem comomaterial e re>e/#o e re"ra#o

    %as novamente notamos que o rudo +pi/els vermelhos na )amplerRate .voltaram apos habilitar-mos as Re>e/es e re"raes

    ,umente os valores das subdivs em Re>e/es de seus materiais at3 quequalquer noise neles se torna aceitvel D mais "cil ver o e"eito atrav3s doRe>ect Render 8lement %ais uma vez ao aumentar esses valores de)ubdiv os pi/els vermelhos em seu )ampleRate Render 8lement volta aoscantos de seus ob7etos e te/turas enquanto outros pi/els tornam-segradualmente mais azul ou verde - indicando que menos *mage )amples+,,. est#o sendo necessrio

    Repita o passo anterior desta vez nos materiais com Re"ractions

    ,gora o render deve ser otimizado para um tempo ideal de render deacordo com o nvel de qualidade +Noise Ahreshold. que voc& dese7a

    )e voc& dese7a menos noise reduza o valor do *mage )ampler's '

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    ADDITIONAL TIPS TRICKS

    In the eamples in this tutorial% I (ept the 4ights , 5I , aterials all at the same "ubdivs values for

    the sa(e of simplicity and to ma(e the concepts easy to understand. ut it's important to rememberthat a properly optimized scene will have varying "ubdiv values specifically tailored to the needs ofeach of these secondary aspects of the scene.6or eample= $ material that's only )L reflective probably wont need too many reflection samples toprevent noise from being visible in the final image% since it's final R5 value will be G)L dependent onthe material's diffuse or refraction components. ut if that same material was instead G)L reflective% itwill need more reflection samples to prevent noise being visible in the final render% since the reflectionwill now be the main contributing factor of the material's final R5 values. The same goes for material

    glossiness - the more glossy a material's reflection or refraction is% the more samples it'll need toeliminate noise. The same applies for lights - the larger the light% the softer the shadows% and the moresamples it'll need eliminate noise.

    Meep the 91 "ampler's $daptive $mount setting below +.*. There are many instances where

    setting this value at or near the maimum value of +.* can give really unpredictable results. The defaultvalue of *.>) is a good place to leave it set.

    2periment with unlin(ing the Image "ampler's 1olor Threshold value from the 91 "ampler's

    8oise Threshold by unchec(ing the '!se 91 "ampler Threshold' chec(bo under V-Ray's Image"ampler rollout. Then increase the 1olor Threshold value in small increments to help the Image"ampler not confuse noise caused by 4ights , "hadows , 5I , aterials for geometric or tetural detail.Raising this value can potentially re-introduce noise in your image% so you can either raise yoursecondary "ubdivs values higher to compensate% or 0ust accept the slightly noiser but faster rendertimes. It ta(es a bit of eperimentation to see if it's worth it for your particular scene.

    2periment with disabling the Image ilterof the Image "ampler if you don't have very small

    repeating detail patterns in your scene. V-Ray's Image "ampler #$$& already does a good 0ob resolvingand smoothing detail - so additional filtering sometimes isn't needed.

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    2periment with disabling the ilter Mapschec(bo in V-Ray's 5lobal "ettings rollout% or

    lowering the filter,blur values of individual bitmaps used in your scene's materials to values li(e *.+ or*.e/ivo ele vai precisar demais amostras de re>e/#o para evitar noise na renderiza#o fnal uma vezque o re>e/o agora ser o principal "ator que contribui para os valores R=Jfnais do material E mesmo vale para materiais brilhantes +glossy. - quantomais brilhante ou re"rativo o material 3 mais )amples s#o necessrios paraeliminar o noise E mesmo se aplica para as luzes - quanto maior a luz amais suave das sombras mais )amples ser#o necessrios para eliminar onoise

    %antenha o valor do ?%< )ampler's ,daptive abai/o de 21 8/istemmuitos casos em que a defni#o desse valor igual ou pr9/imo do valor

    m/imo de 21 pode dar resultados muito imprevisveis E valor padr#o de1L0 3 bom para comearmos

    8/perimente desvincular o valor do *mage )ampler's

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    D preciso um pouco de e/perimenta#o para ver se vale a pena para o seucenrio particular

    8/perimente desativar o Filtro do *mage )ampler se voc& n#o tem muitopequenos padres de repeti#o de detalhes na sua cena E *mage )ampler

    do V- Ray +,,. 7 "az um bom trabalho de resolu#o e suaviza#o detalhes -fltros adicionais por vezes n#o s#o necessrios

    8/perimente desabilitar o fltro dos %apas em V-Ray's =lobal )ettings oudiminuindo os valores do fltro 4 blur de bitmaps individuais utilizados emmateriais de sua cena para valores como 12 ou 1I 8specialmenteconsidere desabilitar a fltragem de mapas de opacidade para materiaiscomo "olhas em rvores ?esativar ou reduzir os valores do fltro 4 blur demapas ter uma nitidez nas imagens mas tamb3m pode ter os e"eitoscolaterais do aumento do uso de mem9ria R,% e possvel >icZer emanimaes

    )e estiver usando Bight e a render can !ary greatly from one

    scene to t#e next-ith a bit of trial ; error% practice% and patience% you can gain the eperience to

    intuitively (now what settings a scene calls for.

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    "o hopefully that helps to clear up the often confusing topic of V-Ray Render Dptimization for you. If you

    run into any issues% have trouble understanding something% or have any tips on improving this tutorial%

    please feel free to get in contactwith me.

    6ara fnalizar 3 importante ter em mente que cada cena 3 di"erente eportanto tem necessidades di"erentes dos dois samplers do V-Ray