The samples are equal to the subdivisions squared. samples Increasing the quality of the primary and secondary samples is done by raising the subdivisions (or subdivs for short) either in the render globals or on the individual materials and lights. Secondary rays are responsible for the shading like specular gloss, shadows, and so on. When the ray then bounces off the object these are called the secondary rays. The primary rays are responsible for geometry edges and textures. As the name suggests, the primary ray first hits the object from the camera. Sampling can be divided up into primary and secondary rays. If you don't need to read the theory in Part 1 you can skip to Part 2. Part 1 deals with render theory and gives the background knowledge you'll need to understand Part 2 which provides a step by step workflow for eliminating flicker in Vray. SetAttr vraySettings.dmcAdaptiveMethod 1 When opening older scenes, it will default to using the old sampling method. Note: the variance based adaptive sampling introduced in Vray 3.3 makes much of this tutorial outdated.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |