This page provides information on the Global DMC rollout under the Sampler tab in V-Ray's Render Settings.

 

Overview


Monte Carlo (MC) sampling is a method for evaluating "blurry" values (anitaliasing, depth of field, indirect illumination, area lights, glossy reflections/refractions, translucency, motion blur, etc). V-Ray uses a variant of Monte Carlo sampling called Deterministic Monte Carlo (DMC).

The difference between pure Monte Carlo sampling and Deterministic Monte Carlo is that the first uses pseudo-random numbers which are different for each and every evaluation (and so re-rendering a single image will always produce slightly different results in the noise), while Deterministic Monte Carlo uses a pre-defined set of samples (possibly optimized to reduce the noise), which allows re-rendering an image to always produce the exact same result. By default, the Deterministic Monte Carlo method used by V-Ray is a modification of Schlick sampling, introduced by Christophe Schlick in [ 1 ] (see the References section below for more information).

Instead of having separate sampling methods for each of the blurry values, V-Ray has a single unified framework that determines how many and which exact samples are to be taken for a particular value, depending on the context in which that value is required. This framework is called the DMC sampler.

 

UI Path


 

||Properties editor|| > Render > Sampler tab > Global DMC rollout


Parameters 


 

Adaptive Amount  Controls the extent to which the number of samples depends on the importance of a blurry value. It also controls the minimum number of samples that are taken. A value of 1.0 means full adaptation; a value of 0.0 means no adaptation. 

Min samples  Determines the minimum number of samples that must be made before the early termination algorithm is used. Higher values slow things down but make the early termination algorithm more reliable.

Noise Thresh  Controls V-Ray's judgement of when a blurry value is "good enough" to be used. This directly translates to noise in the result. Smaller values mean less noise, more samples, and higher quality. A value of 0.0 means that no adaptation is performed.

Subdivs multiplier  Multiplies all subdiv values during rendering. You can use this to quickly increase/decrease sampling quality everywhere. This affects everything, except for the light cache, caustics and AA subdivs. Everything else (dof, moblur, irradiance map, brute-force GI, area lights, area shadows, glossy reflections/refractions) is affected by this parameter.

Animated noise pattern – When this option is Off, the sampling pattern is the same from frame to frame in an animation. Since this may be undesirable in some cases, you can turn this option Off to make the sampling pattern change with time. Note that re-rendering the same frame produces the same result in both cases.

Divide Shading Subdivs – When enabled V-Ray automatically adjusts the number of samples in lights, materials etc., when you change the antialiasing settings in order to achieve the same quality.

Random Seed  Changes the random seed for the noise pattern.

Use Local Subdivs  When disabled, V-Ray automatically determines subdivs values for sampling of materials, lights and other shading effects based on the Min shading rate parameter of the Image Sampler. When enabled, V-Ray uses the Subdivs Mult parameter and the Subdiv values of individual V-Ray lights and materials.

 





Example: Noise vs Speed

 

The results in the render quality and render time are negligibly small. That is why, we highly recommend the default settings that work for a wide variety of scenes.

 

Adaptive amount 0,85; Noise threshold 0,005; Min samples 16

Adaptive amount 0,95 Noise threshold 0,01 Min samples 5

Adaptive amount 0,95 Noise threshold 0,05 Min samples 5

Adaptive amount 0,99 Noise threshold 0,05 Min samples 5

Adaptive amount 1 Noise threshold 0,1 Min samples 5

 

Determining Values for DMC Sampler


 The actual number of samples for any blurry value is determined based on three factors: 


 

References


More information on deterministic Monte Carlo sampling for computer graphics can be found from the sources listed below.