Page History
This page introduces the settings found in the VRay tab of the Render Settings.
Overview
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Production Renderer Rollout
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GPU Engines Parameters
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When using the GPU Production engine types (CUDA/RTX) additional parameters become available from this rollout to help adjust the way your GPU will render the given scene.
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V-Ray Render Devices Selection
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Image Samplers
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 V-Ray 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.
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
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.