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Probabilistic Volumetrics – hen – When Probabilistic Volumetrics is enabled, the volumetrics will select a only few samples (based on the smoke density) along each camera ray, and evaluate the volume lighting at those points. When disabled, the volumetrics will evaluate the lighting at regular intervals using many steps along each camera ray, and thus each pixel will take longer to render, but when it's finished, it will have no noise at all. Enabling Probabilistic Volumetrics is particularly useful when using the Progressive Image Sampler in V-Ray, as well as when using complex lighting on the volume. The Probabilistic Volumetrics option makes the shading much faster, but also it can result in noisier renders with low sample counts. This mode only applies to the Volumetric Grid (VRayVolumeGrid) currently. When using V-Ray GPU renderer, this option is not available in the UI, but is turned on and the Num. Samples and Num. GI Samples are set to 1.

Num. Samples – Specifies the number of probabilistic samples to use when Probabilistic Volumetrics is enabled. For the best rendering performance, use a higher number of samples for transparent smoke, and lower number for dense smoke. A very high number of samples will converge to standard ray-marching.

Num. GI Samples – Specifies the number of probabilistic samples to use for GI rays when Probabilistic Volumetrics is enabled. This should be kept as a relatively small number in order to speed up GI calculations.

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Rendering

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Render Thread Priority – Specifies a thread priority for the rendering process. When set to Lower or Lowest, the rendering process has a lower thread priority to allow other processes to run faster. This option works on Windows OS only.

Render Threads – Determines the number of threads used for rendering. When this value is set to 0, V-Ray uses all the CPU cores available on the machine. 

Don't Render Final Image – When enabled, V-Ray only calculates the relevant global illumination maps (photon maps, light maps, irradiance maps) and the final image is not rendered. This is a useful option if for calculating maps for a fly-through animation.

Abort Rendering On Missing Asset 

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 GPU device(s) run out of memory. This option is available for V-Ray GPU only and is not yet supported for RTX.

Abort Rendering On Missing Asset – When enabled, the scene does not render if an asset fails to load.

Render Thread Priority – Specifies a thread priority for the rendering process. When set to Lower or Lowest, the rendering process has a lower thread priority to allow other processes to run faster. This option works on Windows OS only.

Render Threads – Determines the number of threads used for rendering. When this value is set to 0, V-Ray uses all the CPU cores available on the machine. 

Don't Render Final Image – When enabled, V-Ray only calculates the relevant global illumination maps (photon maps, light maps, irradiance maps) and the final image is not rendered. This is a useful option if for calculating maps for a fly-through animation.

Clamp Max Ray Intensity – Uses the Max ray intensity value to suppress the contribution of very bright rays, which can typically cause excessive noise (fireflies) in the rendered image. The Max Ray Intensity value is applied to all secondary (GI/reflection/refraction) rays as opposed to the final image samples, allowing fireflies to be effectively suppressed without losing too much HDR information in the final image.

Max Ray Intensity – The maximum ray intensity when Clamp Max Ray Intensity is enabled.

Note: The effect of using Max Ray Intensity and Clamp Max Ray Intensity is similar to the effect of using Subpixel Mapping and Clamp Output options on the Color Mapping tab. Similar to the Subpixel mapping option, Max Ray Intensity introduces bias in the rendered image, and it might turn out to be darker than the actual correct result.

Secondary Ray Bias – A small positive offset that is applied to all secondary rays; this can be used if you have overlapping faces in the scene to avoid the black splotches that may appear. For more information, see The Secondary Rays Bias example below.

Clamp Max Ray IntensityGI Texture Filtering Multiplier Uses the Max ray intensity value to suppress the contribution of very bright rays, which can typically cause excessive noise (fireflies) in the rendered image. The Max Ray Intensity value is applied to all secondary (GI/reflection/refraction) rays as opposed to the final image samples, allowing fireflies to be effectively suppressed without losing too much HDR information in the final image.

Max Ray Intensity – The maximum ray intensity when Clamp Max Ray Intensity is enabled.

Note: The effect of using Max Ray Intensity and Clamp Max Ray Intensity is similar to the effect of using Subpixel Mapping and Clamp Output options on the Color Mapping tab. Similar to the Subpixel mapping option, Max Ray Intensity introduces bias in the rendered image, and it might turn out to be darker than the actual correct result.

GI Texture Filtering Multiplier – Controls the filtering of all the textures in the scene when Global Illumination is calculated. Greater values make textures blurrier while smaller values make them sharper.

V-Ray Profiler

Mode – Determines the mode in which V-Ray Profiler works.

Off V-Ray Profiler is disabled.
Simple Reports the time spent on rendering different calculations per each shader such as GI, Reflection, Refraction etc. This mode is good for diagnosis on most scenes

Controls the filtering of all the textures in the scene when Global Illumination is calculated. Greater values make textures blurrier while smaller values make them sharper.

GPU

Use System Memory for Textures – When enabled, V-Ray GPU allocates textures in CPU memory while making them accessible to all rendering devices.

Profiler

Mode – Determines the mode in which V-Ray Profiler works.

Off V-Ray Profiler is disabled.
Simple Reports the time spent on rendering different calculations per each shader such as GI, Reflection, Refraction etc. This mode is good for diagnosis on most scenes.

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The Simple mode requires resources to run and may slow down your rendering by up to 4%.

Full Provides an in-depth report. It includes detailed information such as time of calculation per shader e.g. how much time is spent calculating the reflection of a shader, as well as what shaders are reflected in it and how long it took sampling them. This mode is suitable for scenes that include views through glass window or in a mirror reflection. This mode can slow down the render by up to 20%.

Max Depth – Determines the amount of bounces the rays make after coming into contact with an object. Keep in mind that this option depends on the materials' Reflection and Refraction Max depth parameters. If the GI is set to Brute Force, its Depth parameter influences the value of the V-Ray Profiler's Max depth. This is reflected in the resulting profile.

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The Simple mode requires resources to run and may slow down your rendering by up to 4%.

Full Provides an in-depth report. It includes detailed information such as time of calculation per shader e.g. how much time is spent calculating the reflection of a shader, as well as what shaders are reflected in it and how long it took sampling them. This mode is suitable for scenes that include views through glass window or in a mirror reflection. This mode can slow down the render by up to 20%
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If there is only layered materials in the scene (e.g. VRayBlendMtl) and the Max Depth parameter of the Profiler is set to 8, no more than 5 ray bounces are displayed in the profile. Make sure to lower the Max Depth for an accurate reading of such a scene.

Output Directory – Specifies a location where the profiler reports are created.Filename – Specifies a name for the profiler report files.

File Suffix – Specifies a suffix that is appended at the end of the profiler report files.

For more information, see the V-Ray Profiler page.

Memory Tracking

Enable Memory Tracking – Enables tracking of how much memory is used by V-Ray for different categories of objects like textures, geometry, GI, image sampling, etc. Enabling this option generates .html reports with detailed information on memory usage.

Output Directory – Specifies the location to save the memory reports after the rendering is finished.

File Suffix – Specifies a text that is appended to the Memory Tracking result file names.

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Raycaster

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DynamicMemoryLimit
DynamicMemoryLimit
Dynamic Memory Limit (mbs) – The total RAM limit for the dynamic raycasters, which store dynamic geometry, such as displacement and VRayProxy objects. Set this to 0 to remove any limit (V-Ray takes as much memory as needed) The memory pool is shared between the different rendering threads. Therefore, if geometry needs to be unloaded and loaded too often, the threads must wait for each other and the rendering performance suffers.

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Note that the Embree raycaster derives its speed partly from the usage of single-precision floating point numbers, whereas the standard V-Ray raycaster selectively uses double precision. This lower precision of Embree might sometimes result in artifacts in scenes with very large extents.

Default Geometry – Determines the type of geometry for polygonal data. You can choose between Auto, Static and Dynamic.

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.
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 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.

Conserve Memory – Embree uses a more compact method for storing triangles, which is slightly slower but reduces memory usage.

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