Table of Contents

This page provides information about the Rendering Overrides Render Settings in V-Ray for Cinema 4D.

 

Overview


 

The Rendering Overrides can be used to override certain aspects of the way the scene is rendered.

 



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 MultiplierControls 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 ElementsWhen 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.


Previously this behavior depended on the sampling of the lights and not just on the type of the contribution. Some of the direct contributions that should be in the Lighting and Specular elements were written to the GI and Reflection elements instead. In both cases they compose Back to Beauty correctly but the different types of contributions are now split between the elements more consistently.

This change makes the elements more consistent but it's also needed for preventing artifacts in these elements with the Adaptive Dome Light (and possibly in the future with other adaptive lights).

The raw elements are affected only when the corresponding normal and filter elements are available, otherwise they're rendered as before. This is because the raw elements have to be derived internally from the corresponding normal elements in order to work with the consistent elements (e.g. VRayRawGlobalIllumination = VRayGlobalIllumination / DiffuseFilter).

There's an option to enable or disable the new behavior in the Rendering rollout under the Overrides tab in the Render Settings window. The consistent elements are automatically enabled when the scene contains an Adaptive Dome Light so they don't have artifacts. They are also enabled by default for new scenes. For V-Ray GPU they are always enabled without an option to disable them.

 

 


 

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