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Add server – Allows you to manually add a server by entering its IP address or network name.

Edit server – Allows you to change the data about a render server.

Remove server – Deletes the currently selected server(s) from the list.

Resolve servers – Resolves the IP addresses of all servers.

Restart servers on render end – When enabled, the 3ds Max copy on the render servers is restarted once a DR rendering is finished. This may help to make distributed rendering more stable.

Save servers in the scene – When enabled, V-Ray stores the list of render servers into the 3ds Max scene. This is useful if the scene is later sent to Backburner for distributed rendering. In that case, instead of taking the DR servers list from the vray_dr.cfg file on the machine where the backburner server is running, the list is taken from the 3ds Max scene.

Max servers – Allows you to limit the maximum number of servers from the list to be included in distributed rendering. When set to 0, all listed servers are used.

Use local host – When enabled, the client machine (the one from which the user initiates the DR render) also takes part in the rendering calculations. If disabled, the client machine only organizes the DR process, sends rendering tasks to the render servers and displays the final result.

Render region/test resolution warning – When enabled, V-Ray displays a warning if the render region or the test resolution option is enabled before sending a job to the network. 

Transfer missing assets – Allows render servers to automatically download missing rendering assets from the client machine. This includes textures, V-Ray proxy files, IES profiles, GI solution caches (irradiance map, light cache), X-Ref scenes etc.

Use cached assets – This option tells the render servers to keep the downloaded rendering assets between different DR sessions. If disabled, the render assets are automatically deleted once the render server disconnects from the client machine at the end of the rendering. When enabled, assets are kept in a folder on disk. By default, it is named vray_assets_cache located in the temporary folder for the user that runs the V-Ray DR spawner. The location of the assets cache can be modified with the environment variable VRAY_ASSETS_CACHE_PATH. Modified assets are generally detected and re-transferred to the render servers even though they may already exist in the render servers' caches.

Cache limit type – Allows you to specify under what conditions the assets cache is cleaned up. The possible values are:

None – Assets are never deleted from the render servers' cache.
Age (hours) – Assets are kept for the specified amount of time. At the end of the rendering, the render servers deletes assets that have been transferred before the specified time limit. 
Size (GB)
 – When the size of the assets on a render server exceeds the specified amount, least recently used assets are automatically deleted at the end of each render until the folder size is less than the limit.

Cache limit value – The specific value of the limit for the asset cache. This is either hours or GB, depending on the value of Cache limit type.

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The distributed rendering settings are stored in a text file called vray_dr.cfg, which is located in the 3ds Max plugcfg folder (normally, this is located in the local application data folder for the current Windows user). For general guidelines on Distributed Rendering setup, see the Set Up Distributed Rendering. If you encounter any problems with the distributed rendering, visit the Distributed Rendering Troubleshooting Guide.

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You can add servers on the fly to contribute to the ongoing distributed rendering process, but note that the Distributed Rendering option has to be enabled first. Access to the V-Ray distributed rendering settings window where the servers list resides is available inside the Rendering window under VRayParameters rollout.

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The following parameters are added to the list of visible settings available from the System rollout when set to the Advanced Render UI Mode.

Reverse bucket sequence – Reverses the region sequence order.

Previous (render) – Determines what should be done with the previous image in the virtual frame buffer when rendering starts. Note that this parameter has no effect on the final result of the rendering; it is implemented simply as a convenient way to distinguish between parts of the current frame being rendered, and parts left over from the previous rendering. The possible values are:

Unchanged – No changes are made - the virtual frame buffer remains the same.
Cross
– Every second pixel of the image is set to black.
Fields
– Every other line of the image is set to black.
Darken
– The colors in the image are darkened.
Blue
– The previous image is tinted in blue.
Clear – Removes the previous frame for the VFB.


Conserve memory -Embree will use a more compact method for storing triangles, which might be slightly slower but reduces memory usage.

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Default geometry – Internally V-Ray maintains four raycasting engines. All of them are built around the idea of a BSP tree but have different uses. The engines can be grouped into raycasters for non-motion blurred and for motion blurred geometry, as well as for static and dynamic geometry. This parameter determines the type of geometry for standard 3ds Max mesh objects. Note that some objects (displacement-mapped objects, VRayProxy, and VRayFur objects, for example) always generate dynamic geometry, regardless of this setting.

Static– All geometry is precompiled into an acceleration structure at the beginning of the rendering and remains there until the end of the frame. The static raycasters are not limited in any way and will consume as much memory as necessary. 
Dynamic
 – Geometry is loaded and unloaded on the fly depending on which part of the scene is being rendered. The total memory taken up by the dynamic raycasters can be controlled by the Dynamic memory limit parameter.
Auto – Some objects are compiled as static geometry, while others as dynamic. V-Ray makes the decision on which type to use based on the face count for an object and the number of its instances in the scene.

Frame stamp - Turns frame stamps on or off. The frame stamp records information about the scene as text on the rendered images. For example, frame stamps can be used with network rendering to record which frames were rendered by which machine. The frame stamp appears as one line of text at the top or bottom of the image.

Stamp textbox - Text entered into this field will appear in the images. Special keywords can also be used, as long as they begin with the percent symbol (%). The keywords are replaced by V-Ray with the corresponding value. The VRay Frame Buffer shows a list of such keywords.

Full width – When enabled, the frame stamp takes the whole width of the image, otherwise the stamp is only as wide as the text is.

Justify – Specifies the position of the stamp:

Left – The stamp is placed on the left of the image. 
Center
 – The stamp is centered. 
Right
 – The stamp is placed on the right side of the image.

Font – Allows you to choose a font and font attributes for the text in the frame stamp.


Log window – Determines the conditions for showing the log.

Verbose level – Determines what kind of messages are shown in the window:

1 – Only error messages. 
2
 – Error and warning messages. 
3
 – Errors, warnings, and informative messages. 
4
 – All messages.

Log file – Determines the location and the name of the log file. The default log file is %TEMP%\VRayLog.txt


Memory tracking - When enabled, generates a memory usage report for textures and objects. For more information, visit the Memory Tracking page.

Output directory - Determines the location of the memory tracking files.

Show latest stats - Displays the last memory usage report generated.


Check for missing files – When enabled, V-Ray tries to find any missing files in the scene and puts up a dialogue listing them, if there are any. The missing files also are printed to the C:\VRayLog.txt file.

If this option is on, and you render the scene with distributed rendering, and if a render server detects missing files, it refuses to render the scene.

If the option is on, and you export a .vrscene file, and if there are missing assets, Standalone refuses to render the scene. 

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The Low thread priority option is removed from the UI in V-Ray Next. The option is always enabled during GUI sessions, and disabled when 3ds Max is used as a render server.

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