Auto – Some objects are compiled as static geometry, while others as dynamic. V-Ray makes the decision on which type to use based on the face count for an object and the number of its instances in the scene.
Static – All geometry is precompiled into an acceleration structure at the beginning of the rendering and remains there until the end of the frame. The static raycasters are not limited in any way and will consume as much memory as necessary.
Dynamic – Geometry is loaded and unloaded on the fly depending on which part of the scene is being rendered. The total memory taken up by the dynamic raycasters can be controlled by the Dynamic memory limit parameter.
Use global hair tree – When – When enabled, a single BSP tree is created for all hair geometry. It V-Ray will store the hair strands from all hair systems in the scene into a single raytrace acceleration structure at the start of each frame. This speeds up rendering , especially when multiple hair systems are present in the scene.
applied to the same object, however the entire acceleration structure is kept in RAM for the entire frame. Turning this option off will cause V-Ray to store each hair system into a separate acceleration structure which can be built on demand and destroyed when the dynamic memory limit is reached.
Use Embree– Enables the Intel® Embree raycaster. For more information, please see the Embree parameter example below.