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Material Override – Enables or disables (default) material override.

Mode – Specifies the override mode. You can choose between MaterialLightingAOWireframeNormalUV, and Barycentric

Material – Overrides the scene materials when rendering.
Lighting 
– Renders only the light contribution in the scene.
AO – Shows only the ambient occlusion in the scene.
Wireframe – Shows the rendered objects in wireframe.
Normal – Shows the normals of the rendered objects.
UV – Displays the UV coordinates of the rendered objects in color grade.
Barycentric – Displays the Barycentric coordinates of the rendered objects.

Material – Specifies a material that overrides the scene materials when rendering. All objects are rendered with the chosen material if one is selected, or with their default wireframe materials if no material is specified.

Pattern Mode – An override for selection or object pattern.

Override For – Specifies the objects to be overridden. An asterisks * means that all objects are overridden.

Reflection / Refraction – Enables (default) or disables the calculation of reflections and refractions in V-Ray maps and materials.

Glossy Effects – Enables (default) or disables the rendering of glossy effects.

SSS – Enables (default) or disables the rendering of sub-surface scattering effects.

Global Max Depth – Enables global limiting of the reflection/refraction depth. When this is disabled, the depth is controlled locally by materials. When this option is enabled, all materials use the Max depth specified in this rollout.

Global Max Depth – Specifies the maximum depth when Global Max Depth is checked. To disable reflections/refractions altogether, set this value to 0.

Max. Transparency Levels – The depth to which transparent objects are traced.

Transparency Cutoff – Determines when tracing of transparent objects is stopped. If the accumulated transparency of a ray is below this threshold, no further tracing is performed.

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Textures

 

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Maps – Enables (default) or disables texture maps. This option is useful for troubleshooting renderings, for example for determining the extent to which texture maps are contributing to noise or other rendering artifacts.

Filter Maps – Enables (default) or disables texture map filtering. When enabled, the depth is controlled locally by the settings of the texture maps. When disabled, no filtering is performed. 

Filter Maps For Glossy/gi Rays – Enables filtering for glossy and GI rays.

Uninverted Normal Bump – When enabled, the normal bump in tangent space is not inverted on flipped UVs.

Cache Bitmaps Between Renders – Keeps all loaded textures in the memory after the rendering is complete. Thus, they don't need to be reloaded and the next render can start faster.

Clear Bitmap Cache – Manually clears the bitmap cache from the previous render, enabled with the Cache Bitmap Between Renders option.

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Override Meters Scale – Overrides the systemic meters scale.

Meters Scale – Sets the number by which a 3d distance must be multiplied to convert it into meters.

Override Photometric Scale  Overrides the systemic photometric scale.

Photometric Scale – Sets the number by which the power of photometric lights should be scaled when rendering.

Override Seconds Scale  Overrides the systemic seconds scale.

Seconds Scale – Sets the number by which a scene time unit must be multiplied to convert it to seconds.

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Example: Secondary Rays Bias

 

VFB

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Store VFB History Settings on ROP – When enabled, stores the VFB history on ROP.

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Log Window – When enabled, shows the log window.

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Example: Secondary Rays Bias

 

This example shows the effect of the Secondary This example shows the effect of the Secondary rays bias parameter. The scene below has a box object with a height of 0.0, which the top and bottom of the box occupy exactly the same region in space. Due to this, V-Ray cannot resolve unambiguously intersections of rays with these surfaces.

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Use Embree
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VFB

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Store VFB History Settings on ROP – When enabled, stores the VFB history on ROP.

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UI

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Log Window – When enabled, shows the log window.

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