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To use IPR you must have V-Ray assigned as a rendering engine and use the IPR function of Maya. The IPR tab in the Render Settings window allows you to control the settings of IPR. Regardless of the render engine (CPU or GPU), IPR always uses Brute Force GI engine to calculate the primary and secondary bounces.

IPR GPU supports these GPU modes per operating system:

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  • Windows: CUDA

  • Linux: CUDA

To use the GPU engine, a video card that supports following is required:

Check the V-Ray GPU Setup page for more information on supported hardware.

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  • CUDA 2.0 or higher.

  • The CUDA engine for IPR GPU works on NVIDIA cards with the Kepler, Maxwell, Pascal and Volta architectures.

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Starting with V-Ray Next Beta 2, the render engine can be switched only from the V-Ray tab.

 

UI Path: ||Render Settings window|| > IPR tab

 

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Shading

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Enable Light Cache in IPR – Enables Light Cache in the IPR. Keep in mind, Light Cache needs to be set as the GI Engine for this option to work. Enabling Light Cache may slow down the render, it makes the GI identical to production rendering, but may decrease interactivity. It is recommended to keep this option disabled for quick changes to the scene. See the Light Cache GI topic for more information on how this option works. 

Trace depth – Represents the maximum number of bounces that are computed for reflections and refractions. The individual material reflection/refraction depth settings are still considered, as long as they don't exceed the value specified here.

GI depth – The number of bounces for indirect illumination. Other GI settings (e.g. whether GI is enabled or disabled) are taken from the production V-Ray renderer

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Starting with V-Ray 6, the Trace Depth and GI Depth options are removed from the IPR settings.

IPR rendering now uses the local reflection and refraction depths of materials. The Global Max Depth parameter in the Materials Overrides tab can be used to override these values.
GI Depth is now controlled by the Brute Force Depth parameter when the GI Engine is set to Brute Force in the Brute Force GI tab.


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Rendering

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Max. render time (min) – Since IPR uses progressive path tracing it would never stop rendering unless specified otherwise. This option allows the user to specify a maximum render time in minutes.

Max. paths per pixel – Allows the user to limit the maximum quality achieved by IPR, by specifying a maximum number of rays traced for each pixel. Once the specified number has been reached V-Ray stops rendering.

Max. noise – Specifies the noise threshold for IPR. Once the threshold is met for a certain part of the image, V-Ray stops sampling it and reassigns rendering power to part of the image that require more sampling.

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