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This page provides information on the Global switches rollout under the V-Ray tab in the Render Setup window.

Overview

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The global switches control various aspects of the renderer globally.

 

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UI Path: ||Render Setup window|| > V-Ray tab > Global switches rollout

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Default Parameters

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The following parameters are visible from the Global Switches rollout when set to the Default Render UI Mode.

Displacement  – Enables (default) or disables V-Ray's own displacement mapping. Note that this has no effect on standard 3ds Max displacement mapping, which can be controlled via the corresponding parameter in the Render Scene dialog.

Lights – Enables or disables lights globally. Note that if you disable this option, V-Ray 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) are not included in the rendering.

Override depth – Global limit to reflection/refraction depth. When this option is disabled, the depth is controlled locally by materials and maps. When this option is enabled, all materials and maps use the specified depth.

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Override mtl
Override mtl
Override mtl – Overrides the scene materials when rendering. All objects are rendered with the chosen material if one is selected, or with their default wireframe materials if no material is specified.

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MaxTranspLevels
Max transp. levels – The depth to which transparent objects are traced.

Override exclude – Displays the 3ds Max Include/Exclude dialog for selection of objects to be rendered with the override material.

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Advanced Parameters

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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.

Shadows – Enables or disables shadows globally.

Default lights – Controls the default lights in the scene.

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.

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, light tree sampling is used. Depending on the scene, it can be faster than the Full lights evaluation 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.  
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 but increased render times. 

Don't render final image – When this option is enabled, V-Ray only 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.

Reflection/refraction – Enables or disables the calculation of reflections and refractions in V-Ray maps and materials.

Maps – Enables or disables texture maps.

Glossy effects – When enabled (the default), glossy reflections are visible in the render. When disabled, all material glossiness settings are ignored, and both reflections and refractions render sharp. This option is useful for test renderings.

Transp. cutoff – Controls when tracing of transparent objects is stopped. If the accumulated transparency of a ray is below this threshold, no further tracing 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.

This parameter is turned off when loading scenes saved with V-Ray 2.x in order to produce the same results.

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The subpixel color mapping option is incompatible with the adaptive lights and can lead to blocky artifacts due to the different sampling rate of the light sources in different cells of the light grid.

Secondary rays bias – A small positive offset that is applied to all secondary rays. 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.

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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 are filtered in these cases.

GI filter multiplier – A multiplier for texture filtering for GI.

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.

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Consistent
Consistent
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).

Use MikkTSpace – When enabled, VRay uses MikkTSpace method for tangent space generation. This is a new experimental normals calculation method, used for bump and displacement.

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