The System rollout gives you access to various parameters including those that controls V-Ray's rendering regions (buckets). The bucket is an essential part of the distributed rendering system of V-Ray. A bucket is a rectangular part of the currently rendered frame that is rendered independently from other buckets. Buckets can be sent to idle LAN machines for processing and/or can be distributed between several CPUs. Because a bucket can be processed only by a single processor the division of the frame in too small a number of buckets can prevent the optimal utilization of computational resources (some CPUs stay idle all the time). However, dividing the frame between too many buckets can slow down the rendering because there is a some time overhead related with each bucket (bucket setup, LAN transfer, etc).
The following parameters are visible from the System rollout when set to the Default Render UI Mode.
Dynamic bucket splitting – When enabled, V-Ray automatically reduces the size of the render region as the rendering nears completion in order to use all available CPU cores.
Size –The Bucket width and Bucket height parameters are both measured in pixels.
Count – The Bucket width and Bucket height parameters specify how many buckets are necessary to cover the whole image.
Post effects rate – The regularity of updates during the progressive rendering; roughly the percentage of the time effects like denoising and/or lens effects are allowed to take compared to the frame render time. Zero disables updates during the progressive rendering, while larger values cause the effects to be updated more frequently; 100 will cause updates as often as possible. Values ranging from 5 to 10 are usually sufficient.
Dynamic memory limit – The total RAM limit for the dynamic raycasters which store dynamic geometry like displacement, VRayProxy objects, VRayFur strands, etc. Note that the memory pool is shared between the different rendering threads. Therefore, if geometry needs to be unloaded and loaded too often, the threads must wait for each other and the rendering performance will suffer. In V-Ray 2.0 and later, you can set this to 0 to remove any limit, in that case, V-Ray will take as much memory as needed.
|%vrayversion||the current version of V-Ray|
|%filename||the name of the current scene file|
|%frame||the number of the current frame|
|%primitives *||the number of unique intersectable primitives generated for the current frame*|
|%rendertime||the render time for the current frame|
|%computername||the network name of the computer|
|%date||the current system date|
|%time||the current system time|
|%w||the width of the image in pixels|
|%h||the height of the image in pixels|
|%camera||the name of the camera for this frame (if rendering from a camera, empty string otherwise)|
|%"<maxscript parameter name>"||the value of any V-Ray parameter, given its MaxScript name (see section on MAXScript). Note that you must enclose the parameter name in quotation marks ("). Also note that this option only works when rendering to the 3ds Max frame buffer.|
|%ram||the amount of physical memory (in KBytes) installed on the system|
|%vmem||the amount of virtual memory (in KBytes) available on the system|
|%mhz||the clock speed of the system CPU(s); note that this value may not always be reported correctly.|
|%os||the operating system|
|%numpasses||for progressive rendering, the number of rendering passes through the image|
|%numsubdivs||for progressive rendering, the maximum sampling rate among all pixels in the image|
|%noiseThreshold||the noise threshold reached (progressive sampler only)|
* An intersectable primitive is a primitive that provides a direct method for intersection with a ray (such as a triangle, the infinite plane generated by a VRayPlane plugin etc). Most often, the number of these primitives is the same as the number of triangles (faces) processed by V-Ray for the current frame. Note that this may be different from the total number of triangles in the scene. With the dynamic raycaster, only geometry that is actually needed is generated and accounted for. Geometry that is not generated is not included in this count.
The following parameters are added to the list of visible settings available from the System rollout when set to the Advanced Render UI Mode.
Reverse bucket sequence – Reverses the region sequence order.
Use Embree for hair – Enables the usage of embree library for hair. Embree library uses spline curves to model the hair (which differs from the classic model in V-Ray). The user may expect some minor differences between Embree hair model and V-Ray hair model. This These differences become more obvious , if hair strands are larger than one pixel in the final image.
1 – only error messages.
2 – error and warning messages.
3 – errors, warnings, and informative messages.
4 – all messages.
The following parameters are added to the list of visible settings available from the System rollout when set to the Expert Render UI Mode.
Min leaf size – The minimum size of a leaf node. Normally this is set to 0.0, which means that V-Ray will subdivide the scene geometry regardless of the scene size. By setting this to a different value, you can make V-Ray to quit stop subdividing, if the size of a node is below a given value.