vray render settings for interior visualisation

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    08/01/2011

    Vray render settings for interior visualisation

    Written by MintViz// 158Comments

    An advanced guide to the interior rendering of still images within Chaos Group Vray and Autodesk 3ds Max.

    Most will argue that there are no universal settings for Vray and I tend to agree. But there are steps you can

    take in order to get close to what you need for the majority of interior visualisation.

    There are many other guides out there that offer similar and different approaches to Vray rendering but I have

    found some techniques to be somewhat confusing and hard to follow. This guide is a summary of all those

    different techniques, and it will give you rendering settings that work well for interior visualisation as well as

    the reasons behind them.

    Before I start, I would like to point out that I will be using a linear workflow with a gamma 2.2 setup within 3ds

    Max and Vray. I strongly recommend setting this up as it will improve many areas within your workflow. You

    can find an easy to follow step by step guide here.

    I also use the Vray physical camera, information on how to set the camera up correctly can be found here.

    Please click on any of the links below to jump to a specific section within this post.

    The initial set up

    Anti-aliasing

    Choosing the right anti-aliasing filterConfiguring the adaptive DMC image sampler

    http://www.workshop.mintviz.com/author/mintviz/http://www.workshop.mintviz.com/author/mintviz/http://www.workshop.mintviz.com/tutorials/vray-render-settings-for-interior-visualisation/#commentshttp://www.workshop.mintviz.com/tutorials/linear-work-flow-and-gamma-correction-within-vray-and-3ds-max/http://www.workshop.mintviz.com/tutorials/vray-physical-camera-set-up/http://www.workshop.mintviz.com/tutorials/vray-render-settings-for-interior-visualisation/#1http://www.workshop.mintviz.com/tutorials/vray-render-settings-for-interior-visualisation/#2http://www.workshop.mintviz.com/tutorials/vray-render-settings-for-interior-visualisation/#3http://www.workshop.mintviz.com/tutorials/vray-render-settings-for-interior-visualisation/#4http://www.workshop.mintviz.com/tutorials/vray-render-settings-for-interior-visualisation/#4http://www.workshop.mintviz.com/tutorials/vray-render-settings-for-interior-visualisation/#3http://www.workshop.mintviz.com/tutorials/vray-render-settings-for-interior-visualisation/#2http://www.workshop.mintviz.com/tutorials/vray-render-settings-for-interior-visualisation/#1http://www.workshop.mintviz.com/tutorials/vray-physical-camera-set-up/http://www.workshop.mintviz.com/tutorials/linear-work-flow-and-gamma-correction-within-vray-and-3ds-max/http://www.workshop.mintviz.com/tutorials/vray-render-settings-for-interior-visualisation/#commentshttp://www.workshop.mintviz.com/author/mintviz/
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    DMC sampler

    Colour mapping

    Adding environment light

    Indirect illumination (GI)

    Irradiance mapLight cache

    The initial set up

    In the Vray Render Setup go to Vray frame buffer and tick enable built-in frame buffer and leave the other

    settings as they are. The Vray Frame Buffer has some key additions which will help you finalise your render. At

    this point you can also tick split render channels and point to the location where you want to save your render

    passes.

    In Vray Global Switches, under lighting, set default lights to off. This turns off the 3 point lighting systemAutodesk 3ds Max has as default, now you have full control over all lights that you add to the scene.

    You can also turn displacement off (Optional). Under the geometry rollout, displacement is ticked by default,

    rarely do I have a project where displacement is used so I turn this off. Another personal reason for turning

    this off is because I work largely with 3rd party CAD data, specifically Autodesk Inventor 3d files which I import

    into Autodesk 3ds Max. When working with this file type, leaving this on actually increases render times

    considerably.

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    It is very important to decide early on the render output size as this influences the time allowed for the

    project. What resolution do you or your client require? As this largely affects the render settings you decide

    later on, not matching your output resolution to your render settings can increase your render times

    unnecessarily. Typically I render out at 3200 pixels x 2400 pixels for A3 presentation, this is large enough to do

    any post processing, touch ups and if necessary, it can be adjusted for a larger print by lowering the DPI.

    Anti-aliasing

    Anti-aliasing works to correct aliasing artefacts which occur within the rendered image either

    by supersampling or undersampling ofsub pixels. Aliasing artefacts are generally regarded as jagged edges

    which are derived from poor, insufficient sampling data. Vray has its own method of dealing with Anti-aliasing

    and this is controlled via the Vray image sampler (Antialiasing) within the render setup.

    Here is a quick explanation of the types of image sampler, again I am not going to go in to much detail as this is

    not the main focus of this post but if you wish to know more, you will find an in depth explanation on imagesampling here.

    Fixed

    This is a non-adaptable sampler that uses the simplest method of calculating. Subdivisions determine the

    number of samples per pixel, 1 sample is equal to 1 pixel (11). Whereas 4 samples divides the pixel in to 16

    (44). The more samples per pixel given improves sampling and therefore results in a better quality render.

    Negative values are not something to be associated with this sampler.

    For scenes that have blurry effects and/or detailed textures, the fixed rate sampler performs best but at the

    cost of a higher render time due to the amount of samples needed to get a passable result. Because of this it is

    not recommend for interior visualisation but at a low setting it can be useful for preview renders.

    http://en.wikipedia.org/wiki/Supersamplinghttp://en.wikipedia.org/wiki/Undersamplinghttp://szafranek.net/works/articles/font-smoothing-explained/http://interstation3d.com/tutorials/vray_dmc_sampler/demistyfing_dmc.htmlhttp://interstation3d.com/tutorials/vray_dmc_sampler/demistyfing_dmc.htmlhttp://szafranek.net/works/articles/font-smoothing-explained/http://en.wikipedia.org/wiki/Undersamplinghttp://en.wikipedia.org/wiki/Supersampling
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    Adaptive subdivision

    The first word adaptive means that this sampler can adapt to the scene via undersampling and

    oversampling. By being adaptive in a positive and negative way, Vray can calculate the number of samples

    needed for areas that are less detailed (undersampling) than more complex areas which require more samples

    (oversampling).

    This method does not work well with glossy reflections and camera effects such as depth of field, but instead

    sits well with flat colour, non-reflective objects which are commonly used in architectural visualisation.

    Adaptive DMC

    In simple terms this is the next step on from the fixed sampler, with the addition of adaptability. It will take a

    minimum/maximum value of positive subdivisions and calculate the most effective number of samples needed

    for a given pixel. Much like adaptive subdivision, it will attend more to detailed areas of the scene and pay less

    attention to the lesser detailed areas.

    It is the most beneficial solution for both speed and quality when calculating glossy reflections, depth of field

    (DOF) and so on. It will be the chosen image sampler for this topic.

    Choosing the right anti-aliasing filter

    In addition to the image sampler, the anti-aliasing filter takes the calculated sub pixels and averages out the

    colour of all samples that belong to that particular pixel. Each anti-aliasing filter available offers different

    calculations which in turn produce different results. For example, some filters create a soft blurred effect on

    the edges of your 3D geometry whereas others produce a hard sharpening, there are also filters that lie in

    between these two. As well as this you have the option to use no filter at all thus allowing you to add your own

    desired effect in post processing. This can be easily managed for a single image but for an animation it may

    prove to be difficult to adjust every frame to how you want it.

    There is no right or wrong filter to choose, its down to personal preference. The two filters I commonly use

    are the Catmull-Rom or Mitchell-Netravali filters but keep in mind that when using a filter it does restrict the

    amount of post processing you can carry out on the final image.

    Catmull-Rom

    This is an edge enhancing filter, if you wish to carry out some internal sharpening in post processing then you

    will obviously over sharpen the already sharpened edges which can lead to increased moir effect.

    Mitchell-Netravali

    A control between edge-enhancement and blurring so you can generate a happy medium between the

    Catmull-Rom filter and a blurry Area filter.

    http://en.wikipedia.org/wiki/Moir%C3%A9_patternhttp://en.wikipedia.org/wiki/Moir%C3%A9_pattern
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    Configuring the adaptive DMC image sampler

    Setting the min sub divisions to 1 and the max sub divisions to 16 will give you a good starting point and will

    almost get you to where you want to be in terms of quality. This will clear up the majority of noise sampling

    issues. You are basically stating that the minimum each pixel can be subdivided is 1 and the maximum a pixel

    can be divided is by 16.

    Vray will not necessarily go all the way to dividing it by 16. It may decide that a maximum of 8 subdivisions for

    a particular pixel is adequate because of the effect the clr thresh has over this. The clr thresh determines how

    finely to look for contrasts in colour between pixels. By default the value is greyed out and set to 0.01, and in

    most cases this value is adequate.

    If within your scene you are finding that you are still getting aliasing artefacts at these settings then by working

    on a rule of 8 you could up the max subdivisions to 24. At this point I would also recommend adjusting the clr

    thresh to a lower value of 0.005 so that it has a finer control over the contrast between pixels, un-tick useDMC sampler thresh and you will get the option to alter the clr thresh. By only increasing the max subdivisions

    to a higher value without decreasing the clr thresh you will be increasing the subdivisions unnecessarily which

    could lead to longer render times.

    There may be a rare occasion where you will need further sampling which could see your max subdivisions be

    56 and your clr thresh to be as low as 0.001. Only use these settings if you cannot get rid of any remaining

    aliasing artefacts. I never adjust the minimum subdivisions as it tends to lead to longer render times. I

    recommend leaving this value at 1.

    You can pretty much clear up all your noise and sampling issues via image sampling. By tweaking the DMC

    image sampler you are 90% there before you even have to think about global illumination (GI). The ability to

    http://en.wikipedia.org/wiki/Global_illuminationhttp://en.wikipedia.org/wiki/Global_illumination
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    control the quality of global illumination is there to enable you to get even more out of Vray and to improve

    the quality of your renders. Some scenes will come out fine with just decent image sampler settings and low

    GI, it is purely down the complexity of your scene and the quality that you are happy with.

    DMC sampler

    In addition to the adaptive DMC image sampler there is also the DMC sampler in the settings rollout. No

    matter what image sampler you use, the DMC sampler will always be there because everything runs through

    it. By default, providing you have tweaked your clr thresh in the adaptive DMC image sampler rollout and set

    your min and max subdivisions correctly, you will not need to adjust the parameters within the DMC sampler.

    But there may come a time when you have adjusted everything and still have unwanted artefacts. The settings

    within the DMC sampler are there so that you dont result to cranking up the values from other settings and

    end up in a state of frustration. You can do some fine adjustments but they are only advised if your scene has

    unwanted artefacts.

    Adaptive amount determines the point at which Vray decides if you need more samples to clean up a glossy

    reflection if the amount before it becomes adaptive is not enough. For example, if you have 100 samples to

    clean up a glossy reflection and you set your adaptive amount to 0.5, it will use a fixed amount of 50% and

    then decide how much of the remaining 50% it needs to fully clean up the glossy reflection. An adaptive

    amount of 0.7 means Vray will use a fixed amount of 30% and have the remaining 70% as adaptive samples. A

    value of 1.0 means Vray is fully adaptive, in some cases this is desirable but it is down to personal preference.

    The min samples parameter is there for safety reasons; if your adaptive amount is set to 1.0, Vray sometimes

    cannot make the decision if it needs more reflection samples. You are making sure that whatever happens, the

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    minimum number of samples for a glossy reflection, refraction etc. will be 8 or whatever you set it at before

    Vray becomes adaptive.

    The noise threshold averages out the samples taken after the initial fixed samples. This setting is very

    important and should not be set to anything lower than 0.005 and not be any higher than its default value of

    0.01.Finally, the global subdivisions multiplier is very simple. It multiplies all the samples within your scene in one

    hit. This includes light samples, material samples, motion blur and DOF. It is a quick way of increasing the

    quality so that you dont have to go through each light, material etc. and have to set them up one by one.

    Colour mapping

    If you are following the linear workflow and gamma correction method then the only two settings you may or

    may not change are the sub-pixel mapping and clamp output tick boxes. Detailed information on both options

    can be found here. These two options help fix over bright areas within your scene that are greater than purewhite (255,255,255). You can identify this problem when noticing white spots on your render that sometimes

    appear to have a black stroke around them.

    In effect, your over-bright pixels will be clamped down to improve anti-aliasing. But if you choose to do this

    you will lose control over the exposure and the ability to adjust the range in post processing applications such

    as Adobe Photoshop as the render will no longer have a 32bit colour range.

    http://www.mintviz.com/blog/linear-work-flow-and-gamma-correction-within-vray-and-3ds-max/http://www.spot3d.com/vray/help/150SP1/render_params_colormapping.htmhttp://www.spot3d.com/vray/help/150SP1/render_params_colormapping.htmhttp://www.mintviz.com/blog/linear-work-flow-and-gamma-correction-within-vray-and-3ds-max/
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    Adding environment light

    Whether it is a bright sunny day or a night time scene, I recommend always having the GI environment

    (skylight) overrideon. It is a good starting point for global illumination, and this doesnt have to affect your

    scene hugely by using a high multiplier. Small values can really help clear up noise and other artefacts when

    creating low lit scenes as well as casting a subtle shadow. For a sunny day use a multiplier of 0.8 1 and for a

    night time scene you could go as low as 0.2.

    Also keep in mind that the colour of the skylight can affect your scene, think sky colour when deciding on the

    tone/mood. A light blue would give the impression of a bright day whereas a dark aqua blue colour would best

    suit a night scene. You can also add in maps here, gradient ramps to show graduation in colour which

    simulates the sun rising or setting. The sky is always brighter at the horizon so a graduated colour would be

    more realistic.

    Another method is to use HDRI images of skies or environments. This type of image allows for a greater

    dynamic range of luminance between the lightest and darkest areas of an image. In short, the image pops out

    more than current standard digital imaging techniques.

    http://en.wikipedia.org/wiki/High_dynamic_range_imaginghttp://en.wikipedia.org/wiki/High_dynamic_range_imaging
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    In order for the skylight to work indirect illumination must be enabled.

    Indirect illumination (GI)

    Vray has several approaches for computing indirect illumination, each have their own advantages and

    disadvantages. The two methods that are commonly used for interior visualisation still images are

    the irradiance map GI engine for primary bounces and light cache GI engine for secondary bounces.

    The irradiance map works by caching some samples that the camera can see during rendering and then

    interpolating them for the rest of the scene, as the name suggests it is creating a map of samples that will be

    used to calculate the primary bounces. This method is very fast at computing compared to others such

    as brute force and it works particularly well on flat glossy surfaces.

    Light cache is similar to the irradiance map in that it caches a map of light samples from the camera view and

    works efficiently with many types of light.

    Both of these methods are not adaptive and only work well for still images, they are also resolution

    dependant. Using incorrect settings with the wrong resolution can lead to unnecessary longer render times. I

    will go through the necessary steps to make sure the correct settings are used depending on the output

    resolution.

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    Irradiance map

    Firstly, the built in presets are BAD! These presets have been made for a resolution of 640 pixels x 480 pixels.

    Typically, neither you nor I render out images that are this low in resolution. As I mentioned earlier, I render

    out images that are normally 3200 pixels x 2400 pixels. But they can be used as a starting point, as a rule of

    thumb you can half the min/max rate when you double the resolution. So if you were to choose a high preset

    at 640 pixels x 480 pixels, thats a min rate of 3 and a max rate of 0 and then doubled your resolution to 1280

    pixels x 960 pixels, you can reduce you min rate to4 and your max rate to1 and your quality settings will be

    the same. Lets increase the resolution again to 2560 pixels x 1920 pixels and you would have a min rate of5

    and a max rate of2.

    This will give you a total of 4 passes, each pass getting smaller, some passes may appear faster in certain areas

    because it is using samples from the previous pass from areas where there is less detail such as flat surfaces.

    You can check tick show calc. phase so that you can see what the irradiance map is doing, there is nothing

    worse than leaving it to render and finding the quality is not as required because you couldnt spot it in the

    early stages of rendering.

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    HSph subdivs control the quality of individual GI samples. Smaller values compute faster but may produce

    artefacts. Higher values produce smoother images at the cost of increasing the render time. A value of 50 is

    good for almost anything but in some cases where artefacts still appear, increase by multiples of 10 but try not

    to go above 100. When approaching 100, it may be best to find an alternative method of reducing artefacts

    either in the image sampler or light cache.

    Interp samples controls how neighbouring samples are merged into each other. High values will blur more and

    appear smooth but you will lose GI detail, a value that is too low will make splotches appear but improve GI

    detail. A value of 20 is usually enough.

    The threshold values also effect the GI detail, the two most important are clr thresh and dist thresh. These

    values determine the cut-off point between using a sample from the previous pass or to create a new sample.

    The smaller the value, the closer the cut-off point, meaning longer render times because it is creating more

    samples than is necessarily needed.

    As mentioned above, less samples are used for flat surfaces, whereas more samples are used for corners or

    curved areas. Always leave the dist thresh at 0.1 but you can change the clr thresh to a higher value if you

    think there are too many samples and you want to reduce your rendering times. Only increase this value by .1,

    anything higher will produce unwanted results. So a clr thresh of 0.3, nrm thresh and dist thresh of 0.1 is good

    enough in most cases.

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    Set the scale to world and change the sample size to somewhere within the range of 100 mm 150 mm which

    works well in most cases.

    If you decide that setting the scale to screen works best for your scene then leave it at the default value

    of0.02, there is no reason to change this as light cache is being used as a secondary bounce and the default

    sample size is adequate. See here for further explanation and examples.Tick show calc phase again to see what the light cache is doing during rendering. Keep all other settings as

    they are. Unless you are experiencing some really bad sampling issues with the light cache, I would avoid

    changing anything else. Finally the number of passes should be set to the number of processor cores you have

    in your pc.

    The use light cache for glossy rays can reduce rendering times by quite a lot if you have heavy glossy

    reflections in your scene but it is very scene dependant, in some instances it can lead to unwanted artefacts.

    There are multiple steps you can take to avoid this happening. This parameter is optional though I recommend

    turning it on, especially if you are pushed for time and to work through some of the solutions outlined below.

    Option A

    If you have the latest version of Vray (which is 2.0), there is an added feature called retrace threshold which

    improves the precision of the global illumination and helps eliminate light leaks when use light cache for when

    glossy rays is on. See here for more information and examples.

    Option B

    Set the filter to fixed and adjust the filter size to two or three times the sample size. So if your sample size is

    150 mm set the filter size to 300 mm.

    Option C

    Within a material, scroll down to the options panel and set treat glossyrays as GI to always. Also turn off the

    use light cache for glossy rays if you have it on. By doing this you are telling the material to always use the

    http://www.spot3d.com/vray/help/150SP1/examples_lightcache.htmhttp://www.spot3d.com/vray/help/200R1/examples_lightcache.htm#retracehttp://www.spot3d.com/vray/help/200R1/examples_lightcache.htm#retracehttp://www.spot3d.com/vray/help/150SP1/examples_lightcache.htm
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    secondary GI engine to calculate the glossy rays, which in this case is the light cache. It basically does the same

    job as use light cache for glossy rays but you can specify which materials within the scene use this option. So if

    there is a material that has unwanted artefacts, you can have it so that it does not receive GI from the

    secondary bounce but from the first as normal by keeping the setting at only for GI rays.

    Although the default values are the recommended, I will explain a little about some of the parameters.

    The filter determines how rays of light are interpolated from the samples within the light cache, this means

    the type of filtering a group of samples goes through as they are merged into either larger or smaller groups

    depending on their distance from the camera. Nearest looks up the nearest samples to a shaded

    point/coloured pixel and averages their value and is best suited for secondary bounces. Then the samples that

    have the same average value are grouped.

    Fixed looks up and averages all samples from the light cache that fall within a certain distance from the shaded

    point/coloured pixel. Again, larger values blur the image whereas smaller values increase noise. This filter type

    is best suited if the light cache is set to primary GI engine for test purposes.

    The interp samples controls how many of the neighbouring samples are merged together from the light

    cache. Pre-filter is one of those options that is great if you are really pushed for time and you need to get your

    work out but you still have some artefacts that wont go away. Turn this on and hope it fixes your problem. It

    basically smoothes out the result and you end up losing light and shadow definition if it is set too high. If you

    do turn pre-filter on I suggest setting it to around 100 samples, this will take a load off the calculation that is

    done during render time but as I have mentioned, the result may be less than satisfactory. If you set the

    samples too high then your rendering time will increase dramatically.

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    Conclusion

    As I mentioned early on, this is a work flow that I use 99% of the time for my still renders and it suits the type

    of work that I create, rarely do I need to tweak the settings. Hopefully this guide will have given you a solid

    explanation of the areas you must attend to when working on an interior scene and ways to overcome

    problems if you happen to run in to any.