Some of the options are different when the Render Engine is set to GPU. Adaptive Lights – Number of lights from the scene that are evaluated by V-Ray when the Adaptive Lights option is enabled. Lower values make the rendering go faster, but the result is potentially noisier. Higher values cause more lights to be computed at each hit point, thus producing less noise but increasing render times. When enabled, V-Ray chooses at random the specified number of lights and evaluates only those for the rendering, thus speeding up render time. This option can introduce a visible degree of additional noise, but it makes it possible to render images that would otherwise take a very long time. Max Trace Depth – Overrides globally the reflection and refraction depth (number of ray bounces/refractions). When this is disabled, the depth is controlled locally by the materials/maps. When enabled, all materials and maps use the depth specified here. If GPU is the render engine, it limits the reflection and refraction trace depth. Opacity Depth – Controls to what depth transparent objects are traced. Max Ray Intensity – Specifies the level to which all secondary rays are clamped. 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. Blue Noise Sampling – Enables an optimization that in the general case leads to better noise distribution with fewer samples. Embree – Enables the Intel Embree raycaster. Note: The Embree raycaster derives its speed from the usage of single-precision floating-point numbers, whereas the standard V-Ray raycaster selectively uses double precision. This lower precision of Embree may lead to artifacts in some scenes with very large extents. Conserve Memory – Embree uses a more compact method for storing triangles, which might be slightly slower but reduces memory usage. |