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Overview

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In this section, you can control a variety of V-Ray parameters related to the overall operation of the renderer.


UI Path: ||Render Settings window|| > Settings tab > System rollout


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One of the basic operations that V-Ray must perform is raycasting, the process of determining if a given ray intersects any geometry in the scene and, if so - identifying that geometry. By default, V-Ray uses the the Intel Embree raycaster.  

Abort rendering on missing asset – When enabled, the scene will not render if an asset fails to load. When DR is used, the DR server(s) that didn't successfully receive an asset will be excluded from rendering.
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Dynamic memory limit – The total RAM limit for the dynamic raycaster, which stores 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.

Default Geometry – Internally, V-Ray maintains two raycasting engines: for static and dynamic geometry. This parameter determines the type of geometry for standard Maya mesh objects. Note that some objects (displacement-mapped objects and VRayProxy File Formats, for example) always generate dynamic geometry, regardless of this setting. 

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 raycaster is not limited in any way and consumes 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 raycaster can be controlled by the Dynamic memory limit parameter.
Auto  – Some objects are compiled as static geometry, while others as dynamic. V-Ray decides on which type to use based on the face count for an object and the number of its instances in the scene.

Use global hair tree – When enabled, V-Ray will store the hair strands from all hair systems in the scene into a single raytrace acceleration structure at the start of each frame. This speeds up rendering, especially when multiple hair systems are applied to the same object; however, the entire acceleration structure is kept in RAM for the entire frame. Turning this option off will cause V-Ray to store each hair system into a separate acceleration structure, which can be built on demand and destroyed when the dynamic memory limit is reached.

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To render an infinite number of hair strands with GPU, the Use global hair tree option has to be disabled. If the Use global hair tree is enabled, the maximum number of hair strands that can be rendered with GPU is 128.

Conserve Memory – Slightly slowers Embree method for storing triangles but reduces memory usage. When using V-Ray GPU renderer, this option is not available.

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