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Sampler Type – Specifies the image sampler type:

Progressive – Progressively samples the entire image. See the Progressive Sampler for additional parameters.
Bucket – Takes a variable number of samples per pixel depending on the difference in the intensity of the pixels. See the Bucket Sampler section for additional parameters.

Min Subdivs – Controls the minimum number of samples that each pixel in the image receives. The actual number of the samples is the square of the subdivs.

Max Subdivs – Controls the maximum number of samples that each pixel in the image receives. The actual number of the samples is the square of the subdivs.

Noise ThresholdThe desired noise level in the image. If this is 0.0, the entire image is sampled uniformly until either the Max. subdivs value is reached or the Render time limit is reached.  

Max. Render Time In MinThe maximum render time in minutes. When this number of minutes is reached, the renderer stops. This is the render time for the whole frame; it includes any GI prepasses like light cache, irradiance map, etc. If this is 0.0, the render is not limited in time.

Ray Bundle SizeUseful for distributed rendering in order to control the size of the chunk of work that is handed to each machine. When using distributed rendering, higher values may help to utilize CPUs on the render servers better.

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Unlike the bucket image sampler, the Progressive sampler doesn't have a mechanism to recover if a DR server goes offline during rendering before sending back the results from its calculations. The render process may hang indefinitely, waiting for the missing data to arrive. This will be corrected in a future release.


Anti-Aliasing Filter

Filter Type – Specifies the filter type to be used for anti-aliasing. V-Ray supplies eight types of Anti-aliasing filters: None, Area, Box, Catmull-Rom, Cook Variable, Gaussian, Lanczos, Mitchel-Netravali, Sinc, and Triangle. Each has advantages and disadvantages, which make them useful for different tasks. V-Ray GPU supports only Box, Area, Lanczos, and Gaussian filter types. 

Size Determines the size of the filter in pixels. Higher values yield blurrier results. To produce physically accurate results, the minimum value of this parameter is 1.000, and the maximum value is 20.000.  For more information, see the Anti-aliasing Filters example and the Anti-aliasing Filters and Moire Effects example below. 

Animated Noise Pattern –  – When enabled, the sampling pattern will change with time. Disabling will make the sampling pattern be the same from frame to frame in an animation, which might be undesirable in some cases. Note that re-rendering the same frame will produce the same result in both cases.


Render Mask

Type – Enables the render mask feature. The render mask allows you to define which pixels of the image are calculated. The rest of the pixels are left intact. This feature works best with the V-Ray frame buffer and the Bucket image sampler. The following types are available:

Disabled – The render mask is not used.
Texture – A texture map is used for the render mask. Black values in the map define pixels that are not rendered. Pixels with any other values are rendered. 
Object – A custom set of objects to render can be defined. 
Object IDs – Only objects with specified Object IDs will be rendered; you can list more than one by using commas to separate them.

For more information, see the Render Mask example .

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Lock SubdivsSets a fixed number of samples taken for each pixel.

Min SubdivsDetermines 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 samples is the square of this number (e.g.  4 subdivs produce  subdivs produce 16 samples per pixel).

Max SubdivsDetermines the maximum number of samples for a pixel. The actual maximum number of samples is the square of this number (e.g. 4 subdivs produces subdivs produce 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 neighboring pixels is small enough. V-Ray GPU's default Max subdivs value is 48.

Noise LimitThe threshold that will be used to determine, if a pixel needs more samples.

Firefly Removal – This option is available in the Bucket Sampler type only. Removes fireflies from the render and optimizes the render times. Further, it removes the flickering effect in animations. Lower values are less aggressive at removing fireflies while higher values are more effective but can start removing actual parts of the image such as small bright highlights. This option is not available with V-Ray GPU.


Anti-Aliasing Filter

Filter Type – Specifies the filter type to be used for anti-aliasing. V-Ray GPU supports Box, Area, Lanczos, and Gaussian filter types. Each has advantages and disadvantages, which make them useful for different tasks. 

Size Determines the size of the filter in pixels. Higher values yield blurrier results. To produce physically accurate results, the minimum value of this parameter is 1.000, and the maximum value is 20.000.  For more information, see the Anti-aliasing Filters example and the Anti-aliasing Filters and Moire Effects example below. 

Animated Noise Pattern – When enabled, the sampling pattern will change with time. Disabling will make the sampling pattern be the same from frame to frame in an animation, which might be undesirable in some cases. Note that re-rendering the same frame will produce the same result in both cases.


Render Mask

Type – Enables the render mask feature. The render mask allows you to define which pixels of the image are calculated. The rest of the pixels are left intact. This feature works best with the V-Ray frame buffer and the Bucket image sampler. The following types are available:

Disabled – The render mask is not used.
Texture – A texture map is used for the render mask. Black values in the map define pixels that are not rendered. Pixels with any other values are rendered. 
Object – A custom set of objects to render can be defined. 
Object IDs – Only objects with specified Object IDs will be rendered; you can list more than one by using commas to separate them.

For more information, see the Render Mask example .

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Bucket Options

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Bucket SizeDetermines the maximum region width/height the size of the bucket (width and height are equal) in pixels.

Sequence – Determines the order in which the buckets are calculated.

Top-Bottom – Buckets are calculated from top to bottom.
Left-Right – Buckets are calculated from left to right.
Checker – Every other bucket is calculated, creating a checker-like pattern of calculated buckets.
Spiral Buckets are calculated in a spiral pattern.
Triangulation – 
Hilber curve – 
Random – Buckets are calculated in a random order.

Reverse Sequence – Reverses the bucket calculation order.Reverse Sequence – 

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This sampler makes a variable number of samples per pixel based on the difference in intensity between the pixel and its neighbors.

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