Higher will slow the rendering as more samples need to be interpolated. Interp samples: 40% of your sub div figure. Welcome to the mental ray fast subsurface scattering skin shader tutorial Before we begin, we should talk a little about what subsurface scattering (sss. The number of samples is the square of this figure. The more Primary rays generated, the more accurate the indirect lighting estimate is. Out of these, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. This light and colour information is averaged and returned to the camera. This website uses cookies to improve your experience while you navigate through the website. The rays then return along their original path and transfer the information to a hemisphere above the GI point. They then hit other objects in the scene and record the light and colour information at that point. When a GI ray hits a surface, rays are bounced in all directions from that point. Subdivisions: 50 – 60 exterior, 80 – 100 interior Min Rate: The lowest resolution of the Irradiance map.Īim for 3 passes, so if you choose -2, choose -5 for min. Set to -2 and raise to -1 if you need better definition in the shadows. We are looking for a resolution equivalent to about 1500 – 2000 pixels. Zero is full resolution, so 4000 pixels in this case. Max Rate: The maximum resolution of the irradiance map. Just remember that the Irradiance map subdivisions will also multiply. In simple scenes you can really ramp this number up, assuming your materials and lights have a low subdivision figure (8-16 or so). That is where the maximum image sample limit kicks in and stops it from endlessly sampling.Ī quick way to raise the lowest quality areas.Īn easy way to increase the quality of lights and glossy reflections in your scene. This is why Vray has a tough time with very high changes in brightness because it will never achieve this tolerance. 002 is telling Vray to keep shooting more samples and sub divide pixels until adjacent pixels are within this range. This is the maximum allowed difference in pixel value on a floating point scale. Lower values will increase the quality by not allowing Vray to lower the subdivisions for materials and lights deemed low importance, (distant lights and objects, darker objects)
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