© Square Enix © Goodbye Kansas


Table of Contents

This page introduces the settings found in the Sampler tab of the V-Ray Renderer parameters.

Overview


The core of how V-Ray determines how to render your scenes can be found within the Sampler tab of the V-Ray Renderer parameters. Some basic information on each panel can be found below, but for more details, please see the dedicated pages for each section.

When CUDA/RTX is chosen as a rendering engine, all unsupported options are disabled from the parameters. 


Image Sampler


The Image Sampler panel controls overall image sampling. Raytrace renders, like V-Ray, shoot rays out from the camera to sample what is found in the scene to help determine what color each pixel will be in a rendered image. The settings used to adjust how V-Ray does this, and the relationship between pixels in the render, can be found on the Image Sampler (Anti-Aliasing) page.

DMC


The DMC panel controls the sampling of blurry effects. While the Image sampler rollout deals with primary rays coming from the camera, the DMC sampler rollout focuses on secondary rays that help calculate what's referred to as "blurry" effects such as anti-aliasing, depth of field, indirect illumination, area lights, glossy reflections/refractions, motion blur, etc. For more details on the settings and parameters in this rollout, please see the DMC Sampler page.

Render Region Division


The parameters in this panel adjust V-Ray's rendering regions (sometimes referred to as buckets), when the Image Sampler Type is set to Bucket. A bucket is a rectangular (usually square) section of the currently rendered frame that is rendered independently from other sections. Buckets are used when V-Ray uses a non-progressive image sampler. For more information please see the Render Region Division page.