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This page provides information on the Image sampler rollout under the V-Ray tab.
Overview
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Example: What is anti-aliasing?
One of the purposes of sampling is to improve anti-aliasing. The following example shows the difference between an image with Image Sampler Subdivs locked to 1 and an image with the default Max Subdivs value of 24.
In the image with anti-aliasing (Default Max Subdivs of 24), the edges appear smoother than in the image without anti-aliasing (Locked to 1).
V-Ray performs anti-aliasing by sampling colors in areas where one color meets another, as with the edges touching the background. The choice of image sampler and the parameter settings determines the effectiveness of anti-aliasing for any particular scene.
Anti-aliasing within a material can also be affected by filters, such as those included with 3ds Max. V-Ray image samplers support most 3ds Max filters.
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Parameters
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Example: Min Shading Rate
The Min shading rate of the first image is set to 1, while that of the second image is set to 16.
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Both of the images above rendered with the Progressive image sampler for the same amount of time. With Min Shading rate set to 16, at least 16 GI rays are shot for each AA ray, which produces smoother GI, but overall leads to less samples left for the DOF effect.
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Choosing the Best Image Sampler for the Situation
No image sampler is best for all scenes or workflows. Choosing the best image sampler is usually a matter of experimentation, but there are a few guidelines you can follow. For additional information, see the Progressive Image Sampler and Bucket Image Sampler pages.
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Image Samplers and RAM Usage
Image samplers require a substantial amount of RAM to store render information. This is especially true for the Progressive sampler, which stores the entire image in memory before beginning the rendering process. The Bucket sampler, on the other hand, stores only the summed result of all sub-samples for a pixel and so usually requires less RAM. Using large bucket sizes might require more memory.