This page provides information about the Rendering Overrides Render Settings in V-Ray for Cinema 4D.
Overview
UI Path: ||Render Settings|| > V-Ray > Overrides tab > Rendering rollout
Rendering
Don't Render Final Image – Image rendering is bypassed, allowing for other calculations, like texture baking or GI caching.
Secondary Ray Bias – A small positive offset applied to all secondary rays. This setting is useful when the scene contains overlapping faces, which can cause black splotches to appear in the render.
When overlapping faces are present in a scene, in order for GI to calculate correctly it is often necessary to assign a 2Sided Material to the overlapping objects in addition to enabling the Secondary Rays Bias option.
Clamp Max Ray Intensity – Uses the Max Ray Intensity value to suppress the contribution of very bright rays, which can typically cause excessive noise (fireflies) in the rendered image. The Max Ray Intensity value is applied to all secondary (GI/reflection/refraction) rays as opposed to the final image samples, allowing fireflies to be effectively suppressed without losing too much HDR information in the final image.
Max Ray Intensity – Specifies the maximum ray intensity when Clamp Max Ray Intensity is enabled.
The effect of using Max Ray Intensity + Clamp Max Ray Intensity is similar to the effect of using Subpixel Mapping + Exponential Type options on Color Mapping. Similar to the Subpixel Mapping option, Max Ray Intensity introduces bias in the rendered image, and it might turn out to be darker than the actual correct result.
GI Texture Filtering Multiplier – Controls the filtering of all the textures in the scene when Global Illumination is calculated. Greater values make textures blurrier while smaller values make them sharper.
Consistent Lighting Elements – When enabled, this option provides more accurate, artifact-free lighting render elements, not dependent on light sampling. It also provides better support for Adaptive Dome Light. Please note, that this option is applicable to raw lighting render elements only when the corresponding normal and filter render elements are available (e.g., VRayRawGlobalIllumination = VRayGlobalIllumination / DiffuseFilter).
With V-Ray 5.0, some of the render elements are rendered differently than before. The Lighting Render Element now contains all direct diffuse illumination and the GI element contains all indirect diffuse illumination. Similarly, all direct reflections of lights now go to the Specular element and all indirect reflections go to the Reflection element.