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This page introduces the settings found in the VRay tab of the Render Settings.

 


Overview

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The core of how V-Ray determines how to render your Maya scenes can be found within the VRay tab of the Render Settings window. Some basic information on each rollout can be found below, but for more details, please see the dedicated pages for each section.



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

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Renderer Rollout

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You can choose to render with V-Ray or V-Ray allows you to use both CPU and GPU hardware for production renders through the Production Renderer rollout. GPU rendering this way is different than using V-Ray IPR.

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When CUDA/RTX is selected as the Production engine, the following GI engines are supported for calculating secondary bounces: Light Cache and Brute Force. The primary bounces are always calculated with Brute Force.
 
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GPU

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Engine Parameters

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When using the V-Ray GPU Production engine types (CUDA/RTX) engine, additional parameters become available from this rollout to help adjust the way your GPU will render the given scene.


Out-of-core (WIP) – Enables an experimental feature for evicting triangle meshes out of the GPU memory when they are no longer needed in order to make room for other resources, once the renderer has run out of memory. This option is available for CUDA only and is not yet supported for RTX.
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Texture Mode – Determines how textures' resolution/size are handled to help optimize memory usage. This options is hidden when Use System Memory for Textures is used. The possible values are:

Full size textures – Textures are loaded at their original size.
Resize all textures – Adjusts the size of high-resolution textures to a smaller resolution to optimize render performance. The GPU engine loads as much texture tiles on the GPU as it can, then swaps the ones that are needed between GPU RAM and CPU RAM.
On-demand mipmapping – Instead of loading all the texture files at their default resolution (original or resized), V-Ray loads the textures as needed and automatically create creates mip-map tiles for them (regardless of their texture type). As a result, the GPU memory consumption could be is decreased; textures that are not visible are not loaded, and textures that are further away from the camera are loaded with a lower resolution. During the texture-detection process, V-Ray GPU renders slower. Once it detects that all textures are loaded, it switches automatically to the traditional, faster mode, and a message about modes changing displays in the V-Ray log. This option is only available in the Production Rendering Mode.

Texture Size – When GPU Resize textures is enabled, this value specifies the resolution to which the textures are resized.


Compressed – Textures are loaded with compression to decrease GPU memory consumption. This texture mode sacrifices some texture quality to make the texture smaller (roughly ~75% reduction in memory usage). As a result, you need much less memory for textures enabling renders of bigger scenes. Not all textures are compressed using this option and exceptions are made based on the bitmap usage:

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  • If a bitmap is used for both normal/bump and color maps, as compression for normal maps is generally not good for color maps, and vice versa;
  • Bitmaps used for displacement;
  • Bitmaps used for lens effects.
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The Compressed Texture Mode is currently supported on Windows and Linux only. On macOS devices, it falls back to Full size texture mode.

Texture Size – Specifies the resolution to which textures are resized when Texture Mode is set to Resize all textures.

Texture Format – The amount of bits per channel used to store the material texture information into memoryTexture Format – Controls the file format of the material textures used in GPU rendering. You can choose between 8 bit, 16 bit and 32 bit. This does not affect textures used for lights and displacement.

Use System Memory for Textures – Utilizes the CPU memory (RAM) when working with textures bigger than 1 MB, from where they are distributed on demand to all GPU rendering devices. This option effectively increases the memory capacity for textures at the cost of a small performance drawback. When this option is used, the Texture Mode option is disabled. The Legacy Out of core option is still available for old scenes that had it enabled.

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V-Ray Render Devices Selection

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This rollout is displayed only when the Production Engine is set to GPU rendering with CUDA or RTX and V-Ray GPU and specifies which device(s) to use for rendering.

Selecting specific devices to render with can help if you have multiple GPUs and you want to leave one of them free for working on the user interface, or you may want to combine your GPU and CPU and CUDA devices together for for Hybrid Rendering.This rollout has the same functionality as the Select devices for with V-Ray GPU rendering GUI tool that comes with . V-Ray for Maya. For more information, including details on GPU devices and options like hybrid rendering, see the V-Ray GPU Setup pagerender devices selection rollout controls which GPUs are involved in rendering and denoising. You can also set low thread priority of work to each of them.

Engine – Switches between CUDARTX and Denoising engine, so you can select which devices to be used based on the engine. If none of the devices is selected for an engine that is used, the most optimal options are used by default.

Low priority – This option is visible only if the renderer is set to CUDA or RTX. When enabled, V-Ray tries to lessen their use of GPUs working on displaying graphics to the monitor(s) in order to give them more resources to complete other processes and tasks for the OS. This is done by using a lower value for Ray bundle size for those GPUs with attached displays (Rays per pixel is still the same for all GPUs). This can affect overall performance, and the render speed might be reduced. It is recommended to utilize a separate GPU for the display, if possible.

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Sampler

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Overall image sampling - Raytrace renders, like V-Ray, shoot rays out from the camera to sample what is found in the scene to help determine what color each pixel will be in a rendered image. The settings used to adjust how the V-Ray render engine does this, and the relationship between pixels in the render can be found on the Image Sampler (Anti-Aliasing) page.

Blurry effects sampling - While the Image sampler rollout deals with primary rays coming from the camera, the DMC sampler rollout focuses on secondary rays that help calculate what's referred to as "blurry" effects such as anti-aliasing, depth of field, indirect illumination, area lights, glossy reflections/refractions, motion blur, etc. For more details on the settings and parameters in this rollout, please see the DMC Sampler page.

To see the settings for the V-Ray GPU render engine, please visit the V-Ray GPU Setup page.

Image samples pattern - When rendering animations, you can specify whether to lock the pattern, in which V-Ray shoots the image samples, or change it for each frame. Additionally, Blue Noise sampling optimization is used to disribute the samples in a uniform way across the image to help visually reduce noise with fewer samples. In all cases, re-rendering the same frame will produce the same pattern. These options are controlled from the DMC Sampler.

Region rendering - When V-Ray uses the bucket Region rendering - When V-Ray uses a non-progressive image sampler, the rendered image is broken up into small pieces, also known as buckets, to help calculate and complete the image faster. The settings used to adjust these buckets can be found within the Render Region Division page. 


Color Mapping

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A camera in the real world uses exposure controls to determine how it handles the brightest and darkest parts of a captured image. Similarly, V-Ray uses Color Mapping to help translate the information collected by the sample rays into usable pixels we see within our rendered image. For more details on how to control the way V-Ray maps these values, please see the Color Mapping page.