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0. Who this is for
These guidelines are for users of the App SDK who want to use it to create a scene for rendering with V-Ray from the data in their host application scene. We will not discuss details on how to write code with the App SDK here - there are separate docs and examples for this included in the SDK package. Rather we will cover what V-Ray plugins to add to the scene, how to link them and what parameters to set.
Note: This document will be updated and extended over time.
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You will see subdivs
(subdivisions) parameters on many light and BRDF plugins. They control the number of new rays spawned for calculating glossy and diffuse effects on materials or the number of light and shadow evaluations and so on. The number of actual rays is proportional to the square of the parameter value. These can be used to increase or decrease sampling for the respective light or material, but we highly recommend leaving these at default values. We also recommend disabling local subdivs values altogether - see the DMC sampler section for details. Some of the settings plugins also have subdivs parameters which are ok to change, like the Irradiance Map and Light Cache for example.
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For details on the adaptive and progressive sampler see this page. You can also see what our CTO has to say about sampling: https://www.youtube.com/watch?v=tKaKvWqTFlw. |
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To apply a filter, just create an instance of one of those plugins. You can use only one at a time.
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See 3dsMax docs or Maya docs for more info on filters. |
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For details on the Deterministic Monte Carlo Sampler see this page. |
We recommend leaving the parameters of SettingsDMCSampler
at their default values, with the exception of use_local_subdivs
. Set this to 0, so that only the global subdivs settings are used.
6.4. Global illumination
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See this page for details on the different GI engines. |
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