Traditional Culture Encyclopedia - Photography and portraiture - VRAY rendering parameter settings

VRAY rendering parameter settings

1 Set the scene, (I don't need to say more about what kind of scene, read a book. ) After you are satisfied with the material and the shooting angle, set the renderer to vray in the menu Customize \ Preferred \ Render \ Current renderer.

2. In the Rendering menu, under Indirect Defect Detection (GI), select Enable to render the simplest GI effect.

3. Did you find many jagged edges on the edge of the object? Check the image sampler below (anti-aliasing).

Simple two layers.

The process of setting global photos is as simple as that. The rendering process I just did was only two minutes, but it was much faster.

Settings, speed and time are also very flexible, and I basically use the default values for the above.

There is also a multiplier value to be noted, which controls the intensity of secondary lighting. If you turn it up, the scene may be brighter.

But don't confuse it with the concept of light intensity.

4. In the rendering parameter panel of VRAY, there is an environment with only two items.

One is the environment color option.

One is environment mapping and intensity setting.

Functionally, it replaces MAX's own parameters. The most important function should be to support the simplified HDR mode, just like the FR renderer, which can set the illumination intensity of the environment map.

It is also easy to get the skylight effect. After turning on G I, change the default black to blue-gray in the MAX environment menu, or give it a spherical environment map, so that we can turn on the global lighting and try coloring again.

V-ray (1) Introduction-Global Lighting

My personal understanding is that vray is similar to max scanline renderer without opening gi. There are two ways to turn on the gi for acute global illumination.

1), the speed is extremely slow, but the gi lighting effect is accurate.

1) simulation calculation, adding a layer of illumination map to the original rendering result (the secret of vray fast gi),

Settings of global parameters:

1. Maximum rate parameter and minimum rate parameter

My understanding: this value represents the hierarchical distribution of light.

Divide the screen into small cells, and the light is distributed in these cells. The higher the setting, the higher the brightness.

The smoother the light transition, the more obvious it is (you can choose the preset "Current preset".

Choose high school, high school, low school and extremely low school in the test.

Calculate the number of passes or several lighting maps = (maximum rate value-minimum rate value+1), the more.

The better the effect, that is, when max/min is -9/-2, the effect is better than max/min -3/-2.

2 Other parameters

HspH subdivision: When calculating gi, the sampling value and the defined value are 15. Increasing it will definitely increase the rendering time, but it won't increase much. The default value of Hspr subdivision is 15, and 25~30 is better.

Note that this value represents the fineness and smoothness of materials and maps.

Interp。 Sample: 40

(This value is the accuracy of the original rendering result added to the light map, and it can be set a little larger, which will not affect the rendering time too much. )

If the value is too large, the surface will be softened, and 40 is usually enough.

Secondary rebound: sub-depth: 1, depth: 3

(Note: In order to achieve a good gi effect, it is best not to turn off the secondary rebound, and the key to saving time lies in the value of max min and the amplitude of the illumination map). Do not easily move the original set value. ) a little deeper, so the details of the rendering will be a little more.

As for the sec. Rebound subdivision parameter, I think it controls the sampling of secondary rebound, that is to say, the higher this number, the less noise the image is.

Depth controls the amount of light reflection and bounce. Generally, there are no more than five sites.

If it's glass, it should be bigger.

Importance of lighting parameters

On-visible

Double-sided-two-sided light.

When unchecked, the light is visible. When selected, the light is invisible and can be used to simulate the incident light of skylights and windows.

This will create deep pits, even in areas that are completely out of the shadow. After checking the middle, vray doesn't consider this kind of place, and there are fewer pits (but physically incorrect)

No decay-no decay

Store Irradiance Map-Store Illumination Map, which is very useful for travel animation.

Subdivision-Controls the quality of shadows. A little bigger would be smoother. Proportional to the square of the sampled value.

Nothing else matters! ! ! ! ! ! ! (Xiao Huang is angry ~ Because it is midnight, he is so hungry ...)

Tip:

1. In order to get the ideal lighting effect, you must also turn on the secondary lighting reflection, so the speed will drop sharply. Second, increase the minimum rate and maximum rate (maximum -2,-1,) or increase the following Hspr subdivision value when the rate is -3, -2 (default is 15, 25~30 is better.

Treatment of black spots:

1), optimize the model, remove the intersection of the models, and adopt the way of flat connection and a little further.

2) Increase the value of HSPs subdivision in irradiance.

3, sketch calculation, you can use 320x240 map to calculate the illumination map first, (this method can speed up the speed, you can also set the Min rate value lower, such as -2 to achieve better accuracy), and save the illumination map.

The size of illumination map and map sheet has nothing to do with drawing quality, but their rendering time is different. The smaller the map sheet, the shorter the time.