Lock Subdivs – Sets a fixed number of samples taken for each pixel.
Min Subdivs – Determines the initial (minimum) number of samples taken for each pixel. You will rarely need to set this to more than 1, unless you have very thin lines that are not captured correctly, or fast moving objects when using motion blur. The actual number of samples is the square of this number (e.g. 4 subdivs produce 16 samples per pixel).
Max Subdivs – Determines the maximum number of samples for a pixel. The actual maximum number of samples is the square of this number (e.g. 4 subdivs produces a maximum of 16 samples). Note that V-Ray may take less than the maximum number of samples, if the difference in intensity of the neighboring pixels is small enough.
Noise Threshold – The threshold that is used to determine if a pixel needs more samples.
Adaptivity Clamp – Specifies an intensity limit for the adaptive bucket to avoid excessive sampling of overexposed areas. Lower values mean a lower limit and potentially noisy overexposed areas. Higher values produce more samples in overexposed areas.
Firefly Removal – Removes fireflies from the render and optimizes the render times. Further, it removes the flickering effect in animations. Valid values are between 0 and 1. Larger values remove more fireflies but may start to remove details from the render. This option is available in Bucket Sampler type only.
Column
width
5%
Column
width
45%
Image RemovedImage Added
Textures
...
Section
Column
width
50%
This rollout is active only when rendering on GPU/RTX.
Resize Textures – Determines how textures' resolution/size are handled to help optimize memory usage. The possible values are:
Full Size – Textures are loaded at their original size. Resize – Adjusts the size of high-resolution textures to a smaller resolution to optimize render performance. 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 mip-map tiles for them (regardless of their texture type). As a result, the GPU memory consumption could be 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. 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:
Fancy Bullets
type
circle
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.
UI Text Box
type
note
Compressed mode is supported on Windows and Linux only. On Apple devices the rendering will fallback to Full Size.
Size – When GPU Resize textures is enabled, this value specifies the resolution to which the textures are resized.
Format – The amount of bits per channel used to store the material texture information into memory.You can choose between 8 bit, 16 bit and 32 bit. This does not affect textures used for lights and displacement.