Vray Ambient Occlusion Plugin
Irradiance Map VRay 1. This article is written for V Ray 3d rendering plugin version 1. You may find that some particular interface options have different names, are implemented elsewhere, or not applicable for the newest V Ray and another software. Regardless of that, current article is written in educational story style and can be useful for anyone interested in 3d rendering concepts and methods. To get the up to date interface manual for your software, please refer to the official documentation. Hello everyone We continue to setting up the global illumination in V Ray. In the previous tutorial on the general setups and the principles of Indirect Illumination, we have learned what the global illumination is and why is it needed. In this tutorial, we will look into the principles, parameters and arguments for and against the calculation algorithms of secondary GI bounces Brute Force and Irradiance Map. This tutorial answers the following questions How does Brute force GI engine work Where is the Quasi Monte Carlo GI engine gone How does the Irradiance Map algorithm work How does the three dimensional irradiance map look like How IM detects the details of the scene What is IM prepass Why we should not set the same values of Min and Max rate How does Detail enhancement option in the Irradiance Map work What Multipass does What value of interpolation gives smooth, but detailed Irradiance Map Why there may be bright light spots on the rendering and how to get rid of them Indifferent Brute force GIBrute force GI is a basic algorithm that establishes a fixed number of rays reflected from a point in the scene after hitting it by original ray of light. If you remember, it was previously considered that the light ray from the light source falls on the surface of the scene object and is divided into a number of other rays, which in turn, bombard other objects of the scene remember the example of the dandelion. Of course, the more diffusely reflected rays of the indirect light will the direct light ray be divided into, the more detail and less noise will be on the final image. Screenshot of a roolot V Ray Brute force GI of a Indirectc illumination tab of the Renders scene windows of main 3ds Max rendering options. Here present twor parameters Sebdivs and Secondary bounces. Subdivs is a parameter trivially influencing the number of reflected rays, to which every original light ray splits, when it reflects from the object of a scene. Numeric value Subdivs it is not the actual number of such secondary rays. The actual number of rays will be equal to the square of that number. This article is written for VRay 3d rendering plugin version 1. Restaurant Loyalty Program Statistics here. You may find that some particular interface options have different names, are implemented elsewhere. That is, if Subdivs is 2, then this means that the original light ray will be divided into four rays after reflection if it is equal to 4, the original ray will be split into sixteen secondary and so on. Secondary bounces is the value that specifies how many times will the secondary rays interreflect further. It is active only if the Brute force algorithm is set as an algorithm for rendering Secondary bounces in the corresponding dropdown list, because in this case, it will calculate the right amount of interreflections. If the Brute force is set as a Primary Bounces GI engine, the Secondary bounces parameter will be inactive. Brute force algorithm is not adaptive, and simply calculates the GI for each pixel of the final image of the scene, not depending on its complexity, color and detail of objects. Thus, it spends the same amount of computing resources, both in clearly visible and in the unimportant parts of the scene. No wonder why it was named brute force We would also like to note that the Brute force is a direct calculation by the method of Quasi Monte Carlo QMC and that is how it was called in earlier versions of V Ray, which sometimes caused confusion when 3d artists have been long looking for a Quasi Monte Carlo GI in the new interface. The brute force of this algorithm is very irrational its use leads to monstrous times for calculation, even on simple scenes at an adequate level of quality. Therefore, it is not worth to nominally use it in universal V Ray settings as the render engine for primary or secondary bounces. Its use is justified only in special situations where other algorithms, because of their adaptability cannot cope with the calculation of small details in the scene, but more on that later. Adaptive Irradiance map. Irradiance map is an adaptive algorithm of rendering global illumination bounces. The main feature of its work is to identify the most important areas of the rendered scene, calculate GI there and fill the GI information about the omitted areas by interpolating the information from the already computed ones. Max_InteriorDay2/34.jpg' alt='Vray Ambient Occlusion Plugin' title='Vray Ambient Occlusion Plugin' />In order to understand how works and what algorithm Irradiance map is, let us look at generated by it map, which, by the way, called the same irradiance map. Rendering of the test scene with the visible Irradiance map samples. This image showes the number of the white dots, which represent the GI samples. The detailed areas have more of them, while the flat surfaces have only few on a great distance between each other. In front of you is the test scene, which was used in the previous tutorial about the GI, with the same geometry and the same direct lighting as before. For clarity, were removed all textures from the scene materials, to not to obstruct the observation of the irradiance map. Look closely at the most crowded with white dots areas. This is the interior angles of the room, rounded Chamfer. Box angles, and places of close to each other parts of different objects, in particular on the side of the sphere facing the cube, as well as the contact area of a cube with the front wall. Ambient-Occlusion.jpg' alt='Vray Ambient Occlusion Plugin' title='Vray Ambient Occlusion Plugin' />Free After Effects templates. Download after effects templates, videohive templates, Video Effects and much more. Texture seamless, Sketchup models, vray, podium and photoshop tutorials, resources 3D, trends Architecture and Interior Design. These zones have the greatest importance in obtaining beautiful detailed global illumination. It is set of these points is the irradiance map, which we see on the image. These points contain information about the color and brightness of GI in those exact areas. The rest of the image is filled with gray color. Gray areas on the irradiance map is part of the scene where irradiance map contains no information about GI. However, it is fully compensated by interpolation between the already computed points of irradiance map. In other words, Irradiance map calculates the most important areas only. After this, the missing information on areas, which were not computed, it simply compensated by interpolation, taking information about the color and brightness from the already existing ones. It is quite obviously, what the adaptability of the Irradiance map is. In contrast to the Brute force BF, Irradiance map IM does not calculate each pixel of a scene. It calculates only important areas, because of what the very significant savings of computing resources is possible. Irradiance map algorithm builds a three dimensional map of points, containing information about the GI just on the surface of objects in the scene. In the volumetric view, the irradiance map of our example scene looks as follows. The volumetric look of the Gi irradiance map produced by Irradiance map rendering algorithm. Here may be seend the actuad 3d ness of the GI map and the disturbing of the samples. There are no samples at all at unvisible to camera scene geometry. VRay Tutorial Studio Lighting Explained 3ds Max V RayV Ray Tutorial Studio Lighting 3ds MaxFree 3ds Max V Ray Tutorials by CG Artist, Gza Kdas. CGIndia Feature. OVERVIEWIn this tutorial i will tell you the method of studio lighting. For the rendering i used Vray 1. This famous chair called Corbusier was modeled in 3ds max 9. With the knowledge of this tutorial you will be able to present your modelsin a more ambitious way than before. The main parts of the tutorial are Making the environment Placing the lights Setting up Vray for tests Shaders Setting up Vray for final rendering Postwork in Photoshop. MAKING THE ENVIRONMENTThe environment is pretty much simple. Place a plane under the model and set 3 for the Length segsments and set 2 for the Width segments. Convert it to editable poly with right click on the plane and choosing convert to. The next step is selecting the two edges behind the chair and pull them up whilepressing the shift button. With this way create a shape around the model like in the third picture. We will use a Turbosmooth modofier on the plane, but to controll the way of smoothingwe have to chamfer a few edges before. Now we are able to use the turbosmooth with 2 Iterations.