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V-Ray Performance Tweaks

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V-Ray Performance Tweaks

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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

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