The global switches control various aspects of the renderer globally.
||Render Setup window|| > V-Ray tab > Global switches rollout
Lights – Enables or disables lights globally. Note that if you disable this option, V-Ray will use uses default lights, unless Default lights is set to Off.
Hidden lights – Enables or disables the usage of hidden lights. When this option is enabled, lights are rendered regardless of whether they are hidden or not. When this option is disabled, any lights that are hidden for any reason (either explicitly or by type) will are not be included in the rendering.
Don't render final image – When this option is enabled, V-Ray will only calculate calculates the relevant global illumination maps (photon maps, light maps, irradiance maps). This is a useful option if you are calculating maps for a fly-through animation.
Override mtl – Overrides the scene materials when rendering. All objects will be are rendered with the chosen material if one is selected, or with their default wireframe materials if no material is specified.
Anchor Override mtl Override mtl
Max transp. levels – The depth to which transparent objects will be are traced.
Anchor MaxTranspLevels MaxTranspLevels
Override exclude – Displays the 3ds Max Include/Exclude dialog for selection of objects to be rendered with the override material.
The following parameters are added to the list of visible settings available from the Global Switches rollout when set to the Advanced Render UI Mode.
Force back face culling – Enables or disables (default) back face culling for camera and shadow rays. When this option is enabled, the surfaces of objects which are turned away from the camera (or the light source, when tracing shadows) will appear fully transparent. This enables a camera outside a closed object to see inside it.
Off– Default lights in the scene are always switched off.
On – Default lights are always switched on when there are no lights in the scene or the Lights option is disabled.
Off with GI – Default lights are switched off only when Global Illumination is enabled or there are lights in the scene.
Show GI only – When enabled, direct lighting will not be included in the final rendering. Note that lights will still be considered for GI calculations, however, in the end, only the indirect lighting will be shown.
Light evaluation – Determines how lights are sampled in scenes with many lights. For more information, see The Adaptive Lights example below.
Adaptive lights – Uses information from the Light cache to determine which lights to sample. If a Light cache is not used, uniform sampling will be is used. Depending on the scene, it can be faster than the Full lights evaluation and Uniform probabilistic lights mode.
Full lights evaluation – V-Ray goes through each scene light and evaluates it at each shading point. In scenes with many lights and lots of GI bounces, this leads to a lot of shadow rays being traced and rendering can become extremely slow. When GPU rendering, this introduces probabilistic light calculations but does not allow the Number of prob. lights to be set. Older V-Ray scenes with the Probabilistic Lights parameter disabled default to using this option. For more information, see The Probabilistic Lights example below.
Uniform probabilistic – V-Ray randomly chooses the specified number of lights and evaluates only those. Lower values make the rendering faster, but
Light tree 1 – V-Ray selects a variable number of suitable finite light sources based on proximity and evaluates only those. This mode may speed up the Light Cache and Brute Force calculations for scenes with lots of lights. It can also reduce flickering due to missed light sources.
Number of lights – Number of lights from the scene that are evaluated by V-Ray when the Light evaluation parameter is set to Adaptive. To achieve a positive effect from adaptive light sampling, this value must be lower than the actual number of lights in the scene. Lower values make the rendering go faster, but the result is potentially more noisy. Higher values cause more lights to be computed at each
hit point, thus producing less noise
increased render times.
Reflection/refraction – Enables or disables the calculation of reflections and refractions in V-Ray maps and materials.
Transp. cutoff – Controls when tracing of transparent objects will be is stopped. If the accumulated transparency of a ray is below this threshold, no further tracing will be is performed.
Max ray intensity – Suppresses the contribution of very bright rays, which may typically cause excessive noise (fireflies) in the rendered image. Its effect is similar to the Subpixel mapping + Clamp output options of the Color mapping section, but the Max ray intensity is applied to all secondary (GI/reflection/refraction) rays, as opposed to the final image samples. This allows fireflies to be effectively suppressed but without losing too much HDR information in the final image. Similar to the Subpixel mapping option, the Max ray intensity introduces bias in the rendered image, as it may turn out to be darker than the actual correct result.
Secondary rays bias – A small positive offset that will be is applied to all secondary rays; this . This can be used if you have overlapping faces in the scene to avoid the black splotches that may appear. This parameter is also useful when using the 3ds Max Render-to-texture feature. For more information, see The Secondary Rays Bias example below.
Below is an example rendering of a scene with over 1000 spherical Area lights with the Cutoff threshold set to 0.0 (no cutoff). Both images were rendered with the Progressive image sampler for the same amount of time. When Full lights evaluation is used, the rendering is very noisy. When Uniform probabilistic mode is enabled and set to 8, the image is much cleaner as V-Ray is able to compute more GI rays, which are the main source of noise in this scene.
the default Progressive Image Sampler settings, using Brute Force/Light Cache GI engines. Only the Noise Threshold parameter was set to 0.002. Notice how the render time is reduced significantly in favor of the Adaptive Lights in comparison to Full Evaluation.
The following parameters are added to the list of visible settings available from the Global Switches rollout when set to the Expert Render UI Mode.
Filter maps – Enables or disables texture map filtering. When enabled, the depth is controlled locally by texture map settings. When disabled, no filtering is performed.
Filter maps for GI – Enables or disables texture filtering during calculations of GI and glossy reflections/refractions. When disabled, texture maps are not filtered for GI and glossy reflections/refractions in order to speed up the calculations. When this option is enabled (the default), textures will be are filtered in these cases.
GI filter multiplier – A multiplier for texture filtering for GI.
Legacy sun/sky/camera – When disabled (the default), V-Ray uses umproved improved and more accurate models. If turned on, V-Ray will switch switches to the old models for compatibility with older scenes.
3ds Max photometric scale – When enabled (the default), it aligns the VRayLight, VRaySun, VRaySky, and VRayPhysicalCamera to the photometric units used by 3ds Max and its photometric lights.
Consistent lighting elements – When enabled, this option provides more accurate, artifact-free lighting render elements not dependant on light sampling. It also provides better support for Adaptive dome light. Please note, that this option is applicable to raw lighting render elements only when the corresponding normal and filter render elements are available (e.g., VRayRawGlobalIllumination = VRayGlobalIllumination / DiffuseFilter).
Anchor Consistent Consistent
|UI Text Box|
Since V-Ray Next Update 1, some of the render elements are rendered differently than before. The Lighting render element now contains all direct diffuse illumination and the GI element contains all indirect diffuse illumination. Similarly, all direct reflections of lights now go to the Specular element and all indirect reflections go to the Reflection element.