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CG-Source. V-Ray Render Optimization | Akin Bilgic. Intro This tutorial attempts to cover the process of optimizing your V-Ray render settings to get the best possible render quality and fastest render time for a given scene. There's often a lot of confusion surrounding V-Ray's sampling methods and what 'ideal' settings are. Many times you'll see artists adopt the 'Universal V-Ray Settings' of having the Image Sampler (Anti-Aliasing, or AA) Max Subdivs value set very high (like 50 or 100), and then simply lowering the noise threshold value until the render becomes clean enough - thinking that it's the best / fastest that V-Ray can do.

But with a bit of understanding of how V-Ray works under the hood, you can achieve a higher quality result WITH faster render times - in some extreme cases ranging between 3x faster to 13x faster than the universal settings. We'll first cover some of the underlying concepts behind how ray tracing and V-Ray's sampling works. Raytracing 101 Figure 01 So to recap the important terms: Figure 02 Figure 03 Figure 04. Material examples. The Rougness parameter The Reflection color parameter The Reflection glossiness parameter The Energy preservation mode The Fresnel option The Anisotropy parameter The Anisotropy rotation parameter The Refraction color parameter The Refraction glossiness parameter The Refraction IOR parameter The Refraction depth parameter The refraction Exit color parameter The Fog color parameter The Fog multiplier parameter The Fog System Units Scaling The Dispersion option The BRDF type The Soften parameter The Roughness parameter This example demonstrates the effect of the Roughness parameter.

Note how as the Roughness increases, the materials appears more "flat" and dusty. The Reflection color parameter This example demonstrates how the Reflection color parameter controls the reflectivity of the material. The Reflection glossiness parameter This example demonstrates how the Reflection glossiness and Hilight glossiness parameters control the hilights and reflection blurriness of the material. Dispersion. Tutorial:Hard Surface Texture Painting. Hey very nice presentation, good tutorials and tips, but I HAVE to mention this: Use layer masks. I noticed you actually use the eraser on the textures. This means you actually destroy the original texture. Instead, you should use layer masks (Layer/Add Layer Mask). This is basically a black and white alpha map linked to your texture.

Paint white and the texture is revealed, paint black and it is hidden. You could only do this with your current method by first selecting your texture and then reapply that selection on your new texture but it would require clean up and wouldn't be as fast (the results would not be very good because PS's selection methods are not perfect). Also, you can apply layer effects on layer masks by double clicking it. Give it a try, let me know what you think Other than that great tutorial, thanks for sharing! The Hobbit Guy: Dave K's Poly Head Modeling Tutorial.