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1. V-Ray Performance Tweaks System & Rates
2. System Rollout Two Types of Geometry Static & Dynamic
Static is precompiled and will use as much memory as possible
Dynamic is loaded and unloaded, memory can be limited
4. Static Objects Fastest to render
When selected as the default, all standard object types will be treated as static
Purpose built dynamic objects (V-Ray displacements, fur, meshes etc.) will always be treated as dynamic
Uses the most memory, no limits to the amount it will use
The least stable of the geometry types
5. Dynamic Objects Middle ground between speed and memory use
When selected as the default geometry V-Ray will treat any static geometry as dynamic as best it can
Dynamic objects are subject to the dynamic memory limit, that can be set by the user
The dynamic memory limit limits the amount of memory the threads use when rendering
Generally the limit should be between and of the total system memory
Memory must be kept free for other max & system processes
It is a delicate balancing act
6. Proxy Objects Are completely dynamic
Subject to the dynamic memory limit no matter which default geometry setting is picked
Geometry from V-Ray meshes are loaded and unloaded as and when required, to save memory
Because of the constant loading and unloading the speed of the render suffers
Slowest to render
Most stable of geometry types
Huge models can be rendered
V-Ray meshes need to be setup before render time
7. Other memory tweaks To help prevent getting bitmap errors, when using lots and/or large textures, use the bitmap pager inside 3ds max
To save memory turn off the frame buffer when rendering
If you need the frame buffer on during rendering, use the V-Ray frame buffer as this is far more stable than max's own
For very large renders try and use vrimg files, a very stable raw image format than can be converted to .exr for loading into CS3
8. Irradiance Map Min/Max Settings Min/Max rates heavily affect the quality of the final irradiance map
Min/Max rates also affect the time the irradiance map takes to compute
Irradiance maps are resolution dependant
Min/max rates differ for various render sizes
9. Min/Max Rates and speed Irradiance maps are made up of points, that hold illumination data, V-Ray interpolates between these points to create the final illumination solution
V-Ray places more points in areas that need more samples and less points in areas that need less samples
In order for V-Ray to complete the process efficiently it needs to run several passes, determined by the Min/Max rates
The difference between the Min/Max rate values determines how many passes will occur and the resolution of each pass
Providing V-Ray with more passes enables it to make a better judgement as to where to place points
Increasing the passes lowers the render time up to a point
11. Min/Max Rates and Quality Renders of differing sizes require different Min/Max rates
Smaller images require higher Min/Max rates, Larger images require smaller Min/Max rates, for renders of comparable quality
Do not fall into the trap of increasing HSph subdivs and Interp samples unnecessarily, they can increase the render times dramaticaly
13. 800 x 600 Example 1 Min rate of -6
Max rate of -4
HSph at 50 / Interp at 20
14. 800 x 600 Example 2 Min rate of -6
Max rate of -2
HSph at 50 / Interp at 20
15. 3000 x 2250 Example 1 Min rate of -6
Max rate of -4
HSph at 50 / Interp at 20
16. 3000 x 2250 Example 2 Min rate of -6
Max rate of -3
HSph at 50 / Interp at 20