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Introduction


  • This presentation will take you through using the V-Ray Production Renderer in a few different ways
  • The information centers around rendering an animated sequence in V-Ray
  • This lesson topic is approximately 30 minutes in length
  • Presentation covers all 3 Learning Cycles for the Lesson Topic – Lecture, Demonstration, and Activity

Contents


Overview
Available Materials
Lecture
Demonstration
Activity                                 
Additional resources                                                                                                                                                                                                                                        


 


Overview


 

Goal - In this lesson you will learn about the different render engines in V-Ray and their pros and cons. This will allow you to properly select the render engine you need based on the task at hand.

Objective – Cover the process of setting up and rendering animations with V-Ray   

Outcome – You will be able to efficiently render your animated scene

 

Available materials


To set up the lesson follow the links below and download all available materials.

Lesson plan download
Presentation (Lecture) download
Demonstration tutorial 1 download
Demonstration tutorial 2 download       

Scenes & Assets download           

 

Lecture



1. Terminology

  • V-Ray Frame Buffer (VFB)
    • allows you to render to a V-Ray specific frame buffer/viewer, which has some important capabilities
  • Render Elements
    • Enables the rendering of a scene into separate render passes for use in post/compositing
  • Materials
    • The materials applied to scene geometry
  • GI
    • Global Illumination models how light is bounced off of surfaces onto other surfaces (indirect light) rather than being limited to just the light that hits a surface directly from a light source (direct light).
  • Render Settings
    • Different parameters that affect the render and how the V-Ray renderer produces images
  • Irradiance Map
    • Is based on irradiance caching; the basic idea is to compute the indirect illumination only at some points in the scene and interpolate from this for the rest of the points for efficiency
  • Max render Time
    • The maximum time per frame we wish V-Ray to render the image for, when using Progressive rendering
 

2. V-Ray Overview


 a) The V-Ray rendering system 

  • Supports Polygonal surfaces, NURBS, Maya Subdiv surfaces, Particles & nParticles, Maya Hair, Maya Fluids, VRay proxies,  V-Ray Fur, Alembic files
  • V-Ray physically accurate camera
  • V-Ray Lights such as V-Ray Sun and Sky
  • V-Ray Materials and Procedural textures

 

 

 

 

b) Render Settings
  • Allows you to control the parameters that affect the overall rendering
  • Allows control of render elements
  • Allows control of settings for Global Illumination
 
 

3. Frame Buffer Overview


V-Ray Frame Buffer

  • Allows you to view all rendered elements in a single window and switch between them easily
  • Keeps the image in a full 32-bit floating point format
  • Allows you to perform simple color corrections on the rendered image
  • You can choose the order in which the buckets are rendered
  • Ability to store a list of recently rendered images and allow switching between them for comparisons
  • Apply lens effects to the rendered image
 
 


4. Render Region


  •  Changing size of the render region divisions 
    • Higher x values will make the divisions larger
    • Lower x values will make the divisions smaller

 

  • Rendering Values – Progressive and RT
    • Max render time (min) – sets a maximum time limit for progressive renders. When this limit is reached, V-Ray will stop the render and output the frame.
    • When rendering animations, you should set this value to allow V-Ray to finish one frame and move to the next once the time limit is reached. Without a value set, V-Ray will continue to refine the single frame until it is manually stopped.
    • Max paths per pixel – This limits the maximum quality of the RT render before stopping and/or moving on to the next image in an animation.

 

 
 
 


 

5. GI (Global Illumination)


  •  GI
  • Toggle GI on or off for indirect lighting
  • Control the basic parameters such as which engine is used for Primary and Secondary bounces
  • Allows Reflective and Refractive caustics to be turned on and off

 

Irradiance Map

  • Simple presets for GI settings for test renders, previews and final renders
  • Can be set to Single Mode for Stills or other options for animated sequences
  • Brute Force GI settings allow control of the Brute Force engine, which is the most accurate of the engines for GI
 
 

6. Animation with V-Ray


 Rendering Animation with V-Ray RT

  • First, turn on Animation in the Render Settings’ Output tab and set your frame range
  • Next, set the Production engine to either CUDA (for nVidia graphics cards) or OpenCL (for AMD graphics cards)
  • Specify a Max. render time(min) or a Noise threshold
  • Hit Render

 

 

 

 

 

  

Conclusion



  •  V-Ray Rendering is done through V-Ray Frame Buffer
  • Global Illumination gives a choice of engines to use to best suit the scene
  • Allows you to set up Render Elements for you scene for use in post
  • You can render just a region of the image you are currently working on without having to render the entire image        
  • By changing the Render region x value the bucket size can be made smaller or larger depending on the scene requirements                                       


Demonstration



Time to see it work!

Watch while I demonstrate how to render this car scene with the V-Ray

 Activity



Time to do it yourself!

Use the provided scene file to try out the different render options.
We have also provided a final scene for your reference.
 
 
Dialing in the right values 
  • Start an V-Ray Production render
  • Experiment with the different render settings
  • Setup and adjust the GI for the scene

 

  

Additional resources