Tile material


http://andreykozlov.ru/lp/materials/ — a complete course on materials.

In this video tutorial we will create a photorealistic tile material in 3ds Max and V-Ray. With just one map and Floor Generator script. Let's set up the scattering effect depending on the reflection angle, which is typical for some types of tiles using the falloff map. Let's remember the basic principles of creating photorealistic materials and the basic maps that are used to create them. Let’s also remember how to configure them, how to remove noise from the material in the render.

Glass and chrome material in 3ds Max

Comment from 2023 - stop struggling with 3ds Max, that's why. The following is the original article

In this lesson we will look at the principles of creating photorealistic materials. Let's create a chrome material, chrome with scratches, rust, chrome with rust, learn how to change the texture size, find out what parameters affect the noise in the material, and analyze the Mix map.Next is a lesson on creating a glass material in 3ds Max and V-Ray. In Corona Render and other renders, the material is done in a similar way. It is important to understand that glass is not only transparent, but also reflective when you look at it at an angle. It is also necessary to add a “fog” effect. Have you noticed that the glass cut is not transparent, but has a green tint? All these nuances must be taken into account when creating a photorealistic glass material. In this lesson we will look at plain glass, frosted glass, uneven glass, colored glass, foggy glass and wet glass with droplets. We will also look at why glass may not transmit light.

Full course on materials>>>

How PayPal deceives

http://joxi.ru/zAN57KgCBQe529
http://joxi.ru/BA04qyPHJG5RAy

Below you will see my real review about working with PayPal. Or rather, this is not a review but a story about how PayPal took 30% of the amount transferred to me. And so, let's go.

Before transferring funds to me in a currency, I sent a request to technical support: “How can I make sure that funds transferred to me in a certain currency are not converted, but remain in the same currency in my account?” I received an answer to this that I can receive and store funds in 21 currencies of the world. And the transferred funds are automatically credited to the account of the corresponding currency.

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 (Note: "You may...")

After the money was transferred to me, it was automatically converted into rubles at a very unfavorable rate.6c27eef3e3

After which I again contacted support, where they answered me exactly the opposite:

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Those. I can't store money in foreign currency? Not only that, two weeks ago they wrote to me completely the opposite. I also have funds in foreign currency in my account, and they appeared from a transfer in rubles just a couple of weeks ago =) That is. They transferred rubles to me, and PayPal, on its own initiative, converted them into dollars, although according to their rules it could not do this. The rules that they supposedly sent me in October and I had to read them and remember this, and the answer two weeks ago: “another specialist gave you, I’m not responsible for his answers, maybe you misunderstood him” - from a telephone conversation.

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Considering that at this moment I need euros and I will have to transfer the money back into foreign currency, I lose a THIRD on all commissions! A third of the amount! It’s good that the amount is small, but imagine, $10,000 is transferred to you for a large project and PayPal keeps $3,000 for itself. And technical support simply hangs up and there is no question of any refund.

Video for those who are too lazy to read.

My personal opinion is that PayPal, like MMM, pumps profits from huge commissions and user funds into marketing, and that’s what they live on. But they didn’t care about the service itself and its quality.

Where and how to buy 3ds Max at the best possible price?

This article is suitable for all Autodesk products: AutoCAD LT, AutoCAD, Maya, Alias Automotive, MudBox, 3ds Max Design, Inventor, Revit, Vault, MotionBuilder, HumanIK, Softimage and others.

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(Photo taken at Autodesk Moscow office)

First of all, you won't be able to buy 3ds Max directly from the Autodesk website. The only thing the site will tell you is a list of official partners in your region who work through a distributor.

In Russia and most CIS countries, there are only 3 distributors. You cannot buy directly from a distributor according to Autodesk rules. You can only buy from official partners.

There are also unofficial sellers, i.e. work through other partners. As a rule, such sellers do not have official technical support and problems may arise with re-issuing a license (to another organization or even with reinstalling the program on the computer). And a few more minor drawbacks.

It is also better to purchase products from partners who directly cooperate with the distributor because they always “keep their finger on the pulse.” Autodesk is generous with its promotions, upgrades, etc. Sometimes purchasing, for example, a 2013 software version and upgrading it to 2015 is cheaper than buying 2015 right away. Also, such partners will always tell you in which cases it is better and more profitable for you to purchase a subscription that allows for a small amount, receive a new version of the software every year. Or they’ll tell you where it’s better to buy software in installments, or rent it. A network or educational license and other nuances will suit you. There are many options for a gradual and inexpensive transition to licensed software.

You can find out the current prices for Autodesk products and 3ds Max in particular by calling 8 (499) 649-25-82 or sending a request to mail@AndreyKozlov.ru

How to load and create a material in 3ds Max and V-Ray using the floor material as an example

This video is a fragment of the complete course “Interior in 3ds Max from and to”, which can be obtained here http://andreykozlov.ru/lp/video-kurs-interior-v-3ds-max-ot-i-do/

In this video tutorial we will show you how to load V-Ray material from the library into 3ds Max. How to create your own material in V-Ray (without the floor generator script and the multitexture plugin). What cards and parameters are responsible for what, how they affect photorealism. Let's look at the UVW Map modifier. Let's learn how to enable the display of textures in the 3ds Max window in viewports. Let's understand why they may not be displayed initially. Let's learn how to change the size of the material and textures. Set roughness, highlights, irregularities, reflections and texture. How to load missing textures. Why are textures not displayed in the material editor? How to apply a material to an object. Let's learn how to create v-ray materials ourselves. Let's find out what fresnel reflections or fresnel reflections are, learn how to make them using V-Ray, without a falloff card. How to remove the saturation of a material without Photoshop and the colorcorrect plugin. Let's learn how to work in the slate material editor.

Secrets of photo realism and IOR table

Below are the requirements to achieve photorealistic interior rendering in 3ds Max and V-Ray. I impose these requirements on all employees and outsourcers with whom I work. Even experienced visualizers with a good portfolio usually don't know or follow some of these rules.

1) All materials have fresnel reflections, take values from tables (except chrome and mirror)

2) All materials must have a Duffuse, Reflection, Bump, Refl card. Glossines (must be different maps, preferably from professional libraries or created in CrayBump, Z-Brush or Mudbox) (except chrome and mirror)

3) If the texture is repeated (tiled) on the surface. On the walls, ceiling, asphalt, grass, etc. Place 3 textures on each channel through the mix card. The sizes of all three textures and the rotation angle should be different.

5) Floor, if there is tile or laminate, do it using FloorGenerator.

6) All right and sharp corners have chamfers (in the interior 1-2 mm)

7) Take the fresnel IOR values of materials from the tables.

8) Make glass with a green tint (not diffuse, but fog)

9) Use V-Ray dirt

10) Use only V-Ray IP (or the engine you use)

11) All ICs must have a color other than white (either yellow or blue). Use temperature mode.

12) If you are making a self-luminous material, it must have fresnel reflections with IOR 1.6 (glass)

13) Add traces of people (all kinds of garbage, magazines, books, sneakers, towels....)

14) All materials in a scene have a maximum of 32 subdivisions. Sometimes 64 is allowed using interpolation. There should be no noise at all.

15) Light sources only illuminate the scene directly. The IS should not be located inside the chandelier and, thus, the lighting is obtained due to the GI, but directly from the IS. Or use 2sided material. In chandeliers, make the luminous elements with a material (see point 9), and place the IC under it (or in it and exclude it from illumination with this IC). IP do invisivle. Make the IC the size of a lamp, in no case larger. ICs that do not relate to a lighting device that actually exists in the scene should not be present.

16) Use proxies for high-poly objects. If there are several identical high-poly objects in the scene, transfer one object to a proxy and multiply the proxy.

17) No auxiliary information systems that actually do not exist.

I discuss all these rules in more detail in the following videos: correct light settings in 3ds Max and V-Raycreation of photorealistic materialsfree video lessonsinterior in 3ds Max inside and out. And also in live courses in Moscow And Thailand.

IOR tables

Acetone 1.36
Actinolite 1.618
Agate 1.544
Agate, Moss 1.540
Air 1.0002926
Alcohol 1.329
Alexandrite 1.745
Aluminum 1.44
Amber 1.546
Amblygonite 1.611
Amethyst 1.544
Anatase 2.490
Andalusite 1.641
Anhydrite 1.571
Apatite 1.632
Apophyllite 1.536
Aquamarine 1.577
Aragonite 1.530
Argon 1.000281
Asphalt 1.635
Augelite 1,574
Axinite 1.675
Azurite 1.730
Baryte 1.636
Baritocalcite 1.684
Benitoite 1.757
Benzene 1.501
Beryl 1.577
Beryllonite 1.553
Brazilian 1.603
Bromine (liq.) 1.666
Bronze 1.18
Calcite 1.486
Cancrinite 1.491
Carbon dioxide (gas) 1.000449
Carbon disulfide 1.628
Carbon tetrachloride 1.460
Cassiterite 1.997
Celestite 1.622
Cerussite 1.804
Ceylanite 1.770
Chalcedony 1.530
Chalk 1.510
Chalybite 1.630
Chlorine (gas) 1.000768
Chlorine (liq.) 1.385
Chrome Green 2.4
Chrome Red 2.42
Chrome Yellow 2.31
Chrome 2.97
Chrysoberyl 1.745
Chrysocolla 1.500
Chrysoprase 1.534
Citrine 1.550
Clinozoisite 1.724
Cobalt Blue 1.74
Cobalt Green 1.97
Cobalt violet 1.71
Colemanite 1.586
Copper 1.10
Copper oxide 2.705
Coral 1.486
Cordierite 1.540
Corundum 1.766
Crocoit 2.310
Crystal 2.00
Cuprite 2.850
Danburite 1.633
Diamond 2.417
Diopside 1.680
Dolomite 1.503
Dumortierite 1.686
Ebonite 1.66
Ekanite 1.600
Elaolith 1.532
Emerald 1.576
Emerald, Synthetic flux 1.561
Emerald, synthesizer hydro 1.568
Enstatite 1.666
Epidote 1,733
Ethanol 1.36
Ethyl alcohol 1.36
Euclase 1.652
Feldspar, aventurine 1.532
Feldspar, Albit 1.525
Feldspar, amazonite 1.525
Feldspar, labradorite 1.565
Feldspar, Microcline 1.525
Feldspar, oligoclase 1.539
Feldspar, orthoclase 1.525
Fluorine 1.56
Fluorite 1.434
Formica 1.47
Garnet, Almandine 1.760
Garnet, Almandite 1.790
Garnet, andradite 1.820
Garnet, Demantoid 1.880
Pomegranate, cereal 1.738
Garnet, hessonite 1.745
Garnet, Rhodolite 1.760
Garnet, Spessartite 1.810
Guylussite 1.517
Glass 1.51714
Glass, Albit 1.4890
Glass, Crown 1.520
Glass, Crown, Zinc 1.517
Glass, Flint, Thick 1.66
Glass, Flint, heavy 1.89
Glass, Flint, Heavy 1.65548
Glass, Flint, Lanthanum 1.80
Glass, Flint, Light 1.58038
Glass, Flint, Average 1.62725
Glycerin 1.473
Gold 0.47
Hambergite 1.559
Hauynite 1.502
Helium 1.000036
Hematite 2.940
Hemimorphite 1.614
Hiddenite 1.655
Howlite 1.586
Hydrogen (gas) 1.000140
Hydrogen (Liq) 1.0974
Hypersthene 1.670
Ice 1.309
Idokras 1.713
Yod Crystal 3.34
Iolite 1.548
Iron 1.51
Ivory 1.540
Jade, jade 1.610
Jadeite 1.666
Jasper 1.540
Jet 1.660
Cornerupin 1.665
Kunzite 1.655
Kyanite 1.715
Lapis Gem 1.500
Lapis lazuli 1.61
Lazulite 1.615
Lead 2.01
Leucite 1.509
Magnesite 1.515
Malachite 1.655
Meerschaum 1.530
Mercury (face) 1.62
Methanol 1.329
Moldavite 1.500
Moonstone, Adularia 1.525
Moonstone, Albit 1.535
Natrolite 1.480
Jade 1.600
Nitrogen (gas) 1.000297
Nitrogen (liq) 1.2053
Nylon 1.53
Obsidian 1.489
Olivine 1.670
Onyx 1.486
Opal 1.450
Oxygen (gas) 1.000276
Oxygen (liq.) 1.221
Painite 1.787
Pearl 1.530
Periclase 1.740
Peridot 1.654
Peristerite 1.525
Petalite 1.502
Phenakite 1.650
Phosgenite 2.117
Plastic 1.460
Plexiglas 1.50
Polystyrene 1.55
Praz 1.540
Prasiolite 1,540
Prehnite 1.610
Proustite 2.790
Purpurit 1.840
Pyrite 1.810
Pyrope 1.740
Quartz 1.544
Quartz, fused 1.45843
Rhodizite 1.690
Rhodonite 1.735
Rock salt 1.544
Natural rubber 1.5191
Ruby 1.760
Rutile 2.62
Sanidin 1.522
Sapphire 1.760
Scapolite 1.540
Scapolite, Yellow 1.555
Sheelite 1.920
Amorphous selenium 2.92
Snake 1.560
Shell 1.530
Silicon 4.24
Sillimanite 1.665
Silver 0.18
Singalite 1.699
Smaragdite 1.608
Smithsonite 1.621
Sodalite 1.483
Sodium chloride 1.544
Sphalerite 2.368
Sphena 1.885
Spinel 1.712
Spodumene 1.650
Staurolite 1.739
Soapstone 1.539
Steel 2.50
Stichtite 1.520
Strontium Titanate 2.410
Expanded polystyrene 1.595
Sulfur 1.960
Synthetic spinel 1.730
Taaffeit 1.720
Tantalite 2.240
Tanzanite 1.691
Teflon 1.35
Thomsonite 1.530
Tiger Eye 1.544
Topaz 1.620
Topaz, Blue 1.610
Topaz, Pink 1.620
Topaz, White 1.630
Topaz, Yellow 1.620
Tourmaline 1.624
Tremolite 1.600
Tugtupite 1.496
Turpentine 1.472
Turquoise 1.610
Ulexite 1.490
Uvarovite 1.870
Variscite 1.550
Vivianite 1.580
Wardite 1.590
Water (gas) 1.000261
Water 100'C 1.31819
Water 20'C 1.33335
Water 35'C (room temperature) 1.33157
Willemite 1.690
Witherite 1.532
Wulfenite 2.300
Zincite 2.010
Zircon, high 1.960
Zircon, low 1,800
Zirconium, cubic 2.170

liquids
Acetone 1.36
Alcohol, ethyl (grain) 1.36
Alcohol Methyl (wood) 1.329
Beer 1.345
Carbonated drinks 1.34 - 1.356
Fruit juice
Chlorine (liq.) 1.385
Cranberry juice (25%) 1.351
Glycerin 1.473
Honey, water content 13% 1.504
Honey, 17% water content 1.494
Honey, water content 21% 1.484
Ice 1.309
Milk 1.35
Oil, cloves 1.535
Oil, Lemon 1.481
Neroli oil 1.482
Orange oil 1.473
Oil, Safflower 1.466
Vegetable oil (50 ° C) 1.47
Wintergreen oil 1.536
Rum, White 1.361
Shampoo 1.362
Sugar solution 30% 1.38
Sugar solution 80% 1.49
Turpentine 1.472
Vodka 1.363
Water (0°C) 1.33346
Water (100°C) 1.31766
Water (20°C) 1.33283
Whiskey 1.356

Minerals and gems
Alexandrite 1.746 – 1.755
Almandine 1.75-1.83
Amber 1.539 – 1.545
Amethyst 1.

Silver 0.18
Gold 0.47
Helium 1.000036
Hydrogen (gas) 1.00014
Water (gas) 1.000261
Oxygen (gas) 1.000276
Argon 1.000281
Air 1.0002926
Nitrogen (gas) 1.000297
Carbon dioxide (gas) 1.000449
Chlorine (gas) 1.000768
Hydrogen (Liq) 1.0974
Copper 1.1
Bronze 1.18
Nitrogen (liq) 1.2053
Oxygen (liq.) 1.221
Ice 1.309
Water 100'C 1.31819
Alcohol 1.329
Methanol 1.329
Water 35'C (room temperature) 1.33157
Water 20'C 1.33335
Teflon 1.35
Acetone 1.36
Ethanol 1.36
Ethyl alcohol 1.36
Chlorine (liq.) 1.385
Fluorite 1.434
Aluminum 1.44
Opal 1.45
Quartz, fused 1.45843
Carbon tetrachloride 1.46
Plastic 1.46
Formica 1.47
Turpentine 1.472
Glycerin 1.473
Natrolite 1.48
Sodalite 1.483
Calcite 1.486
Kalspar 1.486
Coral 1.486
Onyx 1.486
Glass, Albit 1.489
Obsidian 1.489
Ulexit 1.49
Cancrinite 1.491
Tugtupite 1.496
Chrysocolla 1.5
Lapis Gem 1.5
Moldavite 1.5
Plexiglas 1.5
Benzene 1.501
Hauynite 1.502
Petalite 1.502
Dolomite 1.503
Leucite 1.509
Chalk 1.51
Iron 1.51
Magnesite 1.515
Guylussite 1.517
Glass, Crown, Zinc 1.517
Glass 1.51714
Natural rubber 1.5191
Glass, Crown 1.52
Stichtite 1.52
Sanidin 1.522
Feldspar, Albit 1.525
Feldspar, amazonite 1.525
Feldspar, Microcline 1.525
Feldspar, Orthoclase 1.525
Moonstone, Adularia 1.525
Peristerite 1.525
Aragonite 1.53
Chalcedony 1.53
Meerschaum 1.53
Nylon 1.53
Pearl 1.53
Shell 1.53
Thomsonite 1.53
Elaolith 1.532
Feldspar, aventurine 1.532
Witherite 1.532
Chrysoprase 1.534
Moonstone, Albit 1.535
Apophyllite 1.536
Feldspar, oligoclase 1.539
Soapstone 1.539
Agate, Moss 1.54
Cordierite 1.54
Ivory 1.54
Jasper 1.54
Price 1.54
Prasiolite 1.54
Scapolite 1.54
Agate 1.544
Amethyst 1.544
Quartz 1.544
Rock salt 1.544
Sodium chloride 1.544
Tiger Eye 1.544
Amber 1.546
Iolite 1.548
Agalmatoid 1.55
Citrine 1.55
Polystyrene 1.55
Variscite 1.55
Beryllonite 1.553
Scapolite, Yellow 1.555
Hambergite 1.559
Fluorine 1.56
Snake 1.56
Emerald, Synthetic flux 1.561
Feldspar, labradorite 1.565
Brownite 1.567
Emerald, synthesizer hydro 1.568
Anhydrite 1.571
Augelite 1,574
Emerald 1.576
Aquamarine 1.577
Beryl 1.577
Vivianite 1.58
Glass, Flint, Light 1.58038
Colemanite 1.586
Howlite 1.586
Wardite 1.59
Expanded polystyrene 1.595
Ekanite 1.6
Jade 1.6
Rhodochrysite 1.6
Tremolite 1.6
Brazilian 1.603
Smaragdite 1.608
Jade, jade 1.61
Lapis lazuli 1.61
Prehnite 1.61
Topaz, Blue 1.61
Turquoise 1.61
Amblygonite 1.611
Hemimorphite 1.614
Lazulite 1.615
Actinolite 1.618
Mercury (face) 1.62
Topaz 1.62
Topaz, Pink 1.62
Topaz, Yellow 1.62
Smithsonite 1.621
Celestite 1.622
Tourmaline 1.624
Glass, Flint, Average 1.62725
Carbon disulfide 1.628
Chalybite 1.63
Topaz, White 1.63
Apatite 1.632
Danburite 1.633
Asphalt 1.635
Baryte 1.636
Andalusite 1.641
Phenacite 1.65
Spodumene 1.65
Euclase 1.652
Peridot 1.654
Hiddenite 1.655
Kunzite 1.655
Malachite 1.655
Glass, Flint, Heavy 1.65548
Sillimanite 1.665
Ebonite 1.66
Glass, Flint, Thick 1.66
Jet 1.66
Bromine (liq.) 1.666
Enstatite 1.666
Jadeite 1.666
Cornerupin 1.665
Hypersthene 1.67
Olivine 1.67
Axinite 1.675
Diopside 1.68
Baritocalcite 1.684
Dumortierite 1.686
Rhodizite 1.69
Willemite 1.69
Tanzanite 1.691
Singalite 1.699
Cobalt violet 1.71
Spinel 1.712
Idokras 1.713
Kyanite 1.715
Taaffeit 1.72
Clinozoisite 1.724
Azurite 1.73
Synthetic spinel 1.73
Epidote 1,733
Rhodonite 1.735
Silver 0.18
Gold 0.47
Helium 1.000036
Hydrogen (gas) 1.00014
Water (gas) 1.000261
Oxygen (gas) 1.000276
Argon 1.000281
Air 1.0002926
Nitrogen (gas) 1.000297
Carbon dioxide (gas) 1.000449
Chlorine (gas) 1.000768
Hydrogen (Liq) 1.0974
Copper 1.1
Bronze 1.18
Nitrogen (liq) 1.2053
Oxygen (liq.) 1.221
Ice 1.309
Water 100'C 1.31819
Alcohol 1.329
Methanol 1.329
Water 35'C (room temperature) 1.33157
Water 20'C 1.33335
Teflon 1.35
Acetone 1.36
Ethanol 1.36
Ethyl alcohol 1.36
Chlorine (liq.) 1.385
Fluorite 1.434
Aluminum 1.44
Opal 1.45
Quartz, fused 1.45843
Carbon tetrachloride 1.46
Plastic 1.46
Formica 1.47
Turpentine 1.472
Glycerin 1.473
Natrolite 1.48
Sodalite 1.483
Calcite 1.486
Kalspar 1.486
Coral 1.486
Onyx 1.486
Glass, Albit 1.489
Obsidian 1.489
Ulexit 1.49
Cancrinite 1.491
Tugtupite 1.496
Chrysocolla 1.5
Lapis Gem 1.5
Moldavite 1.5
Plexiglas 1.5
Benzene 1.501
Hauynite 1.502
Petalite 1.502
Dolomite 1.503
Leucite 1.509
Chalk 1.51
Iron 1.51
Magnesite 1.515
Guylussite 1.517
Glass, Crown, Zinc 1.517
Glass 1.51714
Natural rubber 1.5191
Glass, Crown 1.52
Stichtite 1.52
Sanidin 1.522
Feldspar, Albit 1.525
Feldspar, amazonite 1.525
Feldspar, Microcline 1.525
Feldspar, Orthoclase 1.525
Moonstone, Adularia 1.525
Peristerite 1.525
Aragonite 1.53
Chalcedony 1.53
Meerschaum 1.53
Nylon 1.53
Pearl 1.53
Shell 1.53
Thomsonite 1.53
Elaolith 1.532
Feldspar, aventurine 1.532
Witherite 1.532
Chrysoprase 1.534
Moonstone, Albit 1.535
Apophyllite 1.536
Feldspar, oligoclase 1.539
Soapstone 1.539
Agate, Moss 1.54
Cordierite 1.54
Ivory 1.54
Jasper 1.54
Price 1.54
Prasiolite 1.54
Scapolite 1.54
Agate 1.544
Amethyst 1.544
Quartz 1.544
Rock salt 1.544
Sodium chloride 1.544
Tiger Eye 1.544
Amber 1.546
Iolite 1.548
Agalmatoid 1.55
Citrine 1.55
Polystyrene 1.55

Variscite 1.55
Beryllonite 1.553
Scapolite, Yellow 1.555
Hambergite 1.559
Fluorine 1.56
Snake 1.56
Emerald, Synthetic flux 1.561
Feldspar, labradorite 1.565
Brownite 1.567
Emerald, synthesizer hydro 1.568
Anhydrite 1.571
Augelite 1,574
Emerald 1.576
Aquamarine 1.577
Beryl 1.577
Vivianite 1.58
Glass, Flint, Light 1.58038
Colemanite 1.586
Howlite 1.586
Wardite 1.59
Expanded polystyrene 1.595
Ekanite 1.6
Jade 1.6
Rhodochrysite 1.6
Tremolite 1.6
Brazilian 1.603
Smaragdite 1.608
Jade, jade 1.61
Lapis lazuli 1.61
Prehnite 1.61
Topaz, Blue 1.61
Turquoise 1.61
Amblygonite 1.611
Hemimorphite 1.614
Lazulite 1.615
Actinolite 1.618
Mercury (face) 1.62
Topaz 1.62
Topaz, Pink 1.62
Topaz, Yellow 1.62
Smithsonite 1.621
Celestite 1.622
Tourmaline 1.624
Glass, Flint, Average 1.62725
Carbon disulfide 1.628
Chalybite 1.63
Topaz, White 1.63
Apatite 1.632
Danburite 1.633
Asphalt 1.635
Baryte 1.636
Andalusite 1.641
Phenacite 1.65
Spodumene 1.65
Euclase 1.652
Peridot 1.654
Hiddenite 1.655
Kunzite 1.655
Malachite 1.655
Glass, Flint, Heavy 1.65548
Sillimanite 1.665
Ebonite 1.66
Glass, Flint, Thick 1.66
Jet 1.66
Bromine (liq.) 1.666
Enstatite 1.666
Jadeite 1.666
Cornerupin 1.665
Hypersthene 1.67
Olivine 1.67
Axinite 1.675
Diopside 1.68
Baritocalcite 1.684
Dumortierite 1.686
Rhodizite 1.69
Willemite 1.69
Tanzanite 1.691
Singalite 1.699
Cobalt violet 1.71
Spinel 1.712
Idokras 1.713
Kyanite 1.715
Taaffeit 1.72
Clinozoisite 1.724
Azurite 1.73
Synthetic spinel 1.73
Epidote 1,733
Rhodonite 1.735
Pomegranate, cereal 1.738
Staurolite 1.739
Cobalt Blue 1.74
Periclase 1.74
Pyrope 1.74
Alexandrite 1.745
Chrysoberyl 1.745
Garnet, hessonite 1.745
Benitoite 1.757
Garnet, Almandine 1.76
Garnet, rhodolite 1.76
Ruby 1.76
Sapphire 1.76
Corundum 1.766
Ceylanite 1.77
Painite 1.787
Garnet, Almandite 1.79
Glass, Flint, Lanthanum 1.8
Zircon, Low 1.8
Cerussite 1.804
Garnet, Spessartite 1.81
Pyrite 1.81
Garnet, andradite 1.82
Purpurit 1.84
Uvarovite 1.87
Garnet, Demantoid 1.88
Sphena 1.885
Glass, Flint, heavy 1.89
Sheelit 1.92
Sulfur 1.96
Zircon, High 1.96
Cobalt Green 1.97
Cassiterite 1.997
Crystal 2
Lead 2.01
Zincite 2.01
Phosgenite 2.117
Zirconium, 2.17 cc
Tantalite 2.24
Wulfenite 2.3
Chrome Yellow 2.31
Crocoite 2.31
Sphalerite 2.368
Chrome Green 2.4
Fabulit 2.409
Strontium titanate 2.41
Diamond 2.417
Chrome Red 2.42
Anataz 2.49
Steel 2.5
Rutile 2.62
Copper oxide 2.705
Proustite 2.79
Cuprite 2.85
Amorphous selenium 2.92
Hematite 2.94
Chrome 2.97
Yod Crystal 3.34
Silicon 4.24

Almandine 1.830
Andradite 1.887
Apatite 1.624-1.667
Aragonite 1.530 - 1.668
Baryte 1.636 - 1.648
Beryl 1.565 - 1.598
Calcite 1.486 - 1.740
Cerussite 1.804 – 2.079
Chrysoberyl 1.746 – 1.756
Corundum 1.759 – 1.772
Diamond 2.418
Fluorite 1.434
Grossulite 1.734
Gypsum 1.519 - 1.531
Halite 1.544
Microcline 1.514 - 1.539
Olivine 1.63 - 1.88
Opal 1.41 - 1.46
Quartz 1.544 - 1.553
Rhodochrosite 1.597 – 1.816
Rutile 2.605 – 2.901
Scapolite 1.554 – 1.600
Sodalite 1.483 – 1.487
Spessartine 1.800
Sphalerite 2.369
Sphena 1.843 - 2.110
Spinel 1.719
Topaz 1.606 – 1.638
Tourmaline 1.635 – 1.675
Zircon 1.923 - 2.015

Vacuum 1.000000
Helium 1.000036
Hydrogen 1.000140
Oxygen 1.000276
Argon 1.000281
Air 1.0002926
Nitrogen 1.000297
Carbon dioxide 1.000449
Hydrogen Liquid 1.0974
Liquid nitrogen 1.2053
Water at 00°C 1.309
Water at 1000C 1.31819
Alcohol 1.329
Water 350С 1.33157
Acetone 1.36
Ethyl alcohol 1.36
Chlorine 1.385
Fluorite 1.434
Opal 1.450
Quartz 1.45843
Carbon tetrachloride 1.460
Plastic 1.460
Turpentine 1.472
Glycerin 1.473
Plexiglas 1.50
Benzene 1.501
Glass 1.51714
Ruby 1.760
Sapphire 1.760
Sulfur 1.960
Crystal 2.00
Diamond 2.417
Steel 2.50
Silicon 4.24

Nylon 1.53
Obsidian 1.50
Plastic 1.460 – 1.55
Plexiglas 1.488
Salt 1.516
Glass, Flint, 29% lead 1.569
Glass, Flint, 55% lead 1.669
Glass, Flint, 71% lead 1.805
Glass, fused silica 1.459
Glass, Pyrex 1.474
Lucite 1.495
Acetone 1.36
Alcohol, ethyl (grain) 1.36
Alcohol Methyl (wood) 1.329
Beer 1.345
Carbonated drinks 1.34 - 1.356
Fruit juice
Chlorine (liq.) 1.385
Cranberry juice (25%) 1.351
Glycerin 1.473
Honey, water content 13% 1.504
Honey, 17% water content 1.494
Honey, water content 21% 1.484
Ice 1.309
Milk 1.35
Oil, cloves 1.535
Oil, Lemon 1.481
Neroli oil 1.482
Orange oil 1.473
Oil, Safflower 1.466
Vegetable oil (50 ° C) 1.47
Wintergreen oil 1.536
Rum, White 1.361
Shampoo 1.362
Sugar solution 30% 1.38
Sugar solution 80% 1.49
Turpentine 1.472
Vodka 1.363
Water (0°C) 1.33346
Water (100°C) 1.31766
Water (20°C) 1.33283
Whiskey 1.356
Aluminum 1.39
Copper 2.43
Gold 0.47
Mylar 1.65
Nickel 1.08
Platinum 2.33
Silver 1.35
Titan 2.16
Agate 1.544 - 1.553
Alexandrite 1.746 – 1.755
Almandine 1.75-1.83
Amber 1.539 – 1.545
Amethyst 1.532 – 1.554
Ammolite 1.52 -1.68
Andalusite 1.629 - 1.650
Apatite 1.632 - 1.42
Aquamarine 1.567-1.590
Axenite 1.674 – 1.704
Beryl 1.57 - 1.60
Beryl, red 1,570 – 1,598
Chalcedony 1.544 - 1.553
Chrome Tourmaline, 1.61 - 1.64
Citrine 1.532 - 1.554
Clinohumite 1.625 - 1.675
Coral 1.486 – 1.658
Crystal 2.000
Crysoberyl, Catseye 1.746 – 1.755
Danburite 1.627 - 1.641
Diamond 2.417
Emerald 1.560 – 1.605
Emerald Cat 1.560 – 1.605
Flourite 1.434
Pomegranate, large 1.72 - 1.80
Garnet, andradite 1.88 - 1.94
Garnet, Demanthiod 1.880 - 1.9
Pomegranate, tangerine 1.790 – 1.8
Garnet, pyrope 1.73 - 1.76
Garnet, rhodolite 1.740 – 1.770
Garnet, Tsavorite 1.739 – 1.744
Pomegranate, boil down 1.74 - 1.87
Hauin 1.490 – 1.505
Iolite 1.522 - 1.557
Jade, Jadeite 1.64 - 1.667
Jade, jade 1.600 – 1.641
Jet 1.660
Kunzite 1.660 – 1.676
Labradorite 1.560 - 1.572
Lapis lazuli 1.50 - 1.55
Moonstone 1.518 - 1.526
Morganite 1.558 - 1.559
Obsidian 1.50
Opal, Black 1.440 – 1.460
Opal, Fire 1.430 – 1.460
Opal, White 1.440 – 1.460
Oregon Sunstone 1.560 – 1.572
Padparadscha 1.760 – 1.773
Pearl 1.53 - 1.69
Peridot 1.635 – 1.690
Quartz 1.544 - 1.553
Ruby 1.757 – 1.779
Sapphire 1.757 – 1.779
Sapphire, Star 1.760 – 1.773
Spessarite 1.79 - 1.81
Spinel 1.712 - 1.717
Spinel, blue 1.712 – 1.747
Spinel, Red 1.708 – 1.735
Star Ruby 1.76 – 1.773
Tanzanite 1.690-1.7
Tanzanite 1,669 – 1,700
Topaz 1.607 – 1.627
Topaz, Imperial 1.605-1.640
Tourmaline 1.603 – 1.655
Tourmaline, blue 1.61 - 1.64
Tourmaline, cat's eye 1.61 - 1.64
Tourmaline, Green 1.61 - 1.64
Tourmaline, Paraiba 1.61 - 1.65
Tourmaline, Red 1.61 - 1.64
Zircon 1.777 – 1.987
Zirconium, cubic 2.173 - 2.21

Agalmatolite Agalmatolite 1.550
Agate Agate 1.544 – 1.553
Actinolite Actinolite 1.618
Alcohol, Ethyl (grain) 1.360
Diamond Diamond 2.418
Aluminum Aluminum 1.390 – 1.440
Amethyst 1.544
Asphalt Asphalt 1.635
Acetone Acetone 1.360
Velvet Velvet 7.51002
Bronze Bronze 1.180
Rough paper 3.11376
Turquoise Turquoise 1.610 – 1.650
Water (0 - 20° C) Water (0 - 20° C) 1.333
Water (35° C) Water (35° C) 1.325
Water (100° C) Water (100° C) 1.318
Water (steam) Water (gas) 1.000261
Vodka Vodka 1.363
Air Air 1.0002926
Pebbles Pebbles 4.43289
Eye, Lens Eye, Lens 1.410
Sponge 8.72413
Wood Wood 3.51271
Tree bark 2.93226
Jadeite Jadeite 1.665
Iron Iron 2.950
Pearl Pearl 1.530 – 1.690
Gold Gold 0.470
Tooth enamel 1.540
Emerald Emerald 1.560 – 1.605
Rock salt 1.516 – 1.544
Stones 11.07168
Quartz Quartz 1.544 – 1.644
Quartz, fused Quartz, Fused 1.45843
Brick 2.75990
Oxygen (gas) 1.000276
Oxygen (liquid) 1.221
Carpets, blankets Rug 6.13889
Genuine leather Leather 1.79776
Human skin Skin, Human 5.79386
Ice Ice 1.309
Linen Linen 5.14593
Moonstone Moonstone 1.518 – 1.526
Moonstone, Adularia Moonstone, Adularia 1.525
Moonstone, Albite Moonstone, Albite 1.535
Malachite Malachite 1.655
Copper Copper 1.100 – 2.430
Methanol Methanol 1.329
Milk Milk 1.350
Nylon Nylon 1.530
Jade Nephrite 1.610
Nickel Nickel 1.080
Onyx Onyx 1.486
Opal Opal 1.450
Organic glass Lucite 1.495
Beer Beer 1.345
Sawn stone Quarry tile 3.60574
Plastic Plastic 1.460
Rough plastic Plastic, Rough 2.78057
Plexiglas Plexiglas 1.500
Polystyrene Polystyrene 1.550
Rubber, natural Rubber, Natural 1.519
Mercury Mercury (liquid) 1.620
Ruby Ruby 1.757 – 1.779
Sapphire Sapphire 1.757 – 1.779
Lead Lead 2.010
Silicone Silicon 4.010 - 4.240
Turpentine 1.472
Slate Slate 3.09590
Ivory 1.540
Steel Steel 2.500
Glass 1.500
Borosilicate glass Glass, Pyrex 1.474
Glass, silicon, light Glass, Flint, Light 1.58038
Glass, silicon, medium Glass, Flint, Medium 1.62725
Glass, silicon, heavy Glass, Flint, Heavy 1.65548
Glass, silicon, dense Glass, Flint, Dense 1.660
Glass, silicon, lanthanum Glass, Flint, Lanthanum 1.800
Glass, silicon, heaviest Glass, Flint, Heaviest 1.890
Teflon Teflon 1.350 - 1.380
Tiger eye Tiger eye 1.544
Titanium 2.160
Topaz Topaz 1.607 – 1.627
Tourmaline Tourmaline 1.603 – 1.655
Felt Felt 4.14686
Cotton 4.82679
Crystal Crystal 2.000
Zirconia, Cubic Zirconia Zirconia, Cubic 2.173 – 2.210
Wool Wool 9.78133
Plaster Plaster 5.43788
Ethanol Ethanol 1.360
Amber Amber 1.539 – 1.546

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Optimizing rendering in V-Ray

Comment from 2023 - stop suffering with 3ds Max, that's why. The following is the original article

In this lesson we will delve into the wilds of V-Ray and analyze its most subtle settings in order to learn how to optimize rendering and get a high-quality image in less time.

vray_optimization_header

Introduction


This tutorial is designed to cover and explain the entire process of optimizing V-Ray settings to produce high-quality renders in less time.

There is often a lot of confusion around the term V-Ray sampling and what the “ideal” settings are. Most renderers create a “Universal V-Ray Settings” in which they set the Image Sampler (Anti-Aliasing, or AA) Max subdives to a very high value, about 50 or even 100, then simply lower the noise threshold value until the render is clean enough, thinking that this is the best way to achieve the optimal quality/speed ratio. But with a little understanding of what's under the hood of V-Ray and how it actually works, you can get better images in less render time. The method that I will describe in this article, in comparison with the most common one that I described above, in some scenes can save your rendering time by 3 to 13 times.

Well, first let's look at some basic things about how rendering itself and V-Ray sampling work. Next, we'll move on to a specific scene to demonstrate how to optimize rendering to be faster, better, and sharper. Then we'll learn to identify the different types of noise that may be in a scene. And at the end, I'll show you a step-by-step procedure for optimizing any scene to get the perfect balance between quality and speed.

If you already know how V-Ray works, click here to jump straight to the step-by-step optimization procedure.

RAYTRACING (ray tracing)


When rendering begins, rays are shot from the camera into the scene to collect information about the geometry in the scene, which will be visible in the final image. These rays are directed away from the camera and are called Primary Rays (Sometimes Camera Rays or Eye Rays) and are configured in Image Sampler (also known as Anti-Aliasing or AA).

While the Primary Ray intersects the scene geometry, additional rays are fired from these intersection points into other areas of the scene to obtain information about lighting, shadows, indirect illumination (GI), reflections, refractions, subsurface scattering (SSS), etc. These additional rays are called Secondary Rays and configured in V-Ray's DMC Sampler.

vray_optimization_figure_01Figure 1. A simplified raytracing diagram: Primary Rays are fired from the camera into the scene, intersect with objects in the scene, and spread Secondary Rays to other parts of the scene.

From now on, we will refer to “Rays” as “Samples”, because the purpose of a ray (Ray) is to obtain information about the “Sample” scene. Rays = Samples.

To understand what is happening in the scene, you need to release a bunch of Primary and Secondary Samples. The more Samples, the more V-Ray receives information about the scene, accordingly, the higher quality the render will be and the less it will contain noise. As you can see, noise is the reason for the lack of information about the scene. If there is noise in the scene, then V-Ray did not have the opportunity to collect enough information about the scene. To sum it up: To remove noise you need to give V-Ray more information, and to give the renderer more information about the scene you need to make the Samples value larger.

Number of Primary Samples, regulated by values Min Subdivs, Max Subdivs, And Color Threshold in the Image Sampler options. The number of Secondary Samples is controlled by the value Subdivs individually in each light source, GI, material and settings Noise Threshold DMC Sampler value. (Noise Threshold in Maya is called Adaptive Threshold)

So, let's repeat the basic terms:

Ray = Sample

Primary Samples = samples customized by V-Ray's Image Sampler (also known as Anti-Aliasing or AA), designed to determine the geometry of the scene and collect information such as textures, depth of field (DOF), and motion blur).

Secondary Samples = samples customizable by V-Ray's DMC Sampler, designed to collect information about lighting, GI, shadows, reflections, refractions and SSS

Noise = noise or lack of information

Subdivs = square root of the actual number of Samples. Subdivs^2 = Samples. Example: 8 Subdivs = 64 Samples. (8^2 = 64)

In this tutorial we'll look at how best to use these Primary and Secondary Samples to get a noise-free image in a short amount of time.

Definition THE SAMPLERATE RENDER ELEMENT


The SampleRate render element is one of the most important tools we will use to optimize rendering. This is V-Ray's way of showing us what the Image Sampler (AA) is doing at a particular pixel. It does this by marking each pixel with a color corresponding to the number of Primary Samples (AA) it contains. This image can be viewed in the SampleRate render element)

*Blue color means a small amount of Primary Samples (AA) in this pixel.

*Green color means the average number of Primary Samples (AA) in this pixel.

*Red color means a large number of Primary Samples (AA) in this pixel.

vray_optimization_figure_02Figure 2. The SampleRate render element (right) shows how many Primary Samples were used in each render pixel (left)

So, for a scene with Image Sampler (AA) 1 min and 10 max Subdivs (1 min and 100max Primary Samples):

*Blue color means 1 Primary Samples (AA) in this pixel.

*Green color means 50 Primary Samples (AA) in this pixel.

*Red color means 100 Primary Samples (AA) in this pixel.

And, for a scene with Image Sampler (AA) 1 min and 100 max Subdivs (1 min and 10000max Primary Samples):

*Blue color means 1 Primary Samples (AA) in this pixel.

*Green color means 5000 Primary Samples (AA) in this pixel.

*Red color means 10000 Primary Samples (AA) in this pixel.

Scene example - how does V-RAY work?


In this tutorial we will be working with a simple scene consisting of: a plane with several spheres on it, several different simple materials (including diffuse, glossy reflection, glossy refraction, and SSS), two area lights and a domelight with HDRI . GI enabled in Brute Force + Light Cache mode. You can download this file Here.

We'll start with basic render settings with the following values:

  • Image Sampler (AA) = 1min & 8max Subdivs.
  • Lights, GI, and Materials all 8 Subdivs.
  • Noise Threshold s= 0.01.
  • We also leave all other settings at default.

vray_optimization_figure_03Figure 3. Basic render.
1min & 8max Subdivs = Image Sampler (AA)
8 Subdivs = Lights, GI and all materials

Now let's take a closer look at what happens during a basic render. Through the render settings, you kind of tell the render:

“I allow you to use up to 64 (8 Subdivs) Primary Samples (AA) in each pixel so that you understand what is happening there in the scene and do not make as much noise as the noise threshold allows... But for each of these Primary Samples, you you can create only 1 Secondary Sample to understand what is there in terms of light, shadows, GI and materials.”

You may be wondering: “Wait, just one Secondary Sample for light, GI and all materials? Yes you drive! There should be 64 Samples (8 Subdivs), didn’t we specify that many?” Well, it's important to note that ICs (lights), GIs, and materials have a value of 64 Samples (8 Subdives) each - V-Ray divides this value by the AA Max Samples in your scene. Despite the value of 64 Samples for lights and materials, you should keep in mind that this value is divided by the value of AA Max = 64 Samples (8 Subdivs), resulting in only one Secondary Sample for lights, GI and materials. (64 Secondary Samples / 64 Primary Samples = 1 Secondary Sample).

The reason V-Ray does this is because of the internal formula it has set to keep these two values in balance. The logic of the developers is as follows: the more Primary Samples, the proportionally fewer Secondary Samples are required to understand what is happening in the scene (we will soon see that this is not always true). This balancing act between Image Sampler and DMC Sampler may not be clear to you at first, but that's the point. The takeaway is that when you increase the Image Sampler (AA) value, V-Ray tries to compensate by proportionally decreasing the DMC Sampler value. Later, if you haven't fallen asleep yet, you can evaluate DMC Calculator, which was written by the author of this article, which I so diligently translate at 5:02 in the morning, almost without using a dictionary =) Thanks to gymnasium No. 32 in Ivanovo, where I received 8 English lessons a week.

And so, let's return to our parrots:

V-Ray rendered as cool as it could, but I am alarmed by the huge number of red pixels in the SampleRate render element). This is what he tells us:

“I couldn’t figure out what was happening in the scene because you severely limited me in the noise threshold. I used Primary Samples with just one Secondary Sample for a long time but it didn't give me enough information about these areas."

If we look at the render, we'll notice that while the objects (the edges of objects) look pretty good, there are still some noisy areas in the image where there are shadows and reflections. We've got a noisy base render and we have two options to reduce the noise to get the quality we want.

* Option 1 - increase AA Max Subdivs - so that V-Ray can see the scene better, but again with just one Secondary Sample for light, GI and materials.

* Option 2 - Increase quantity Subdivs in materials, lighting and GI. Tell V-Ray to keep the number of Primary Samples, but instead allow it to use more Secondary Samples.

Scene example - option 1 - increasing the value of AA MAX SUBDIVS


Well, let's try first, in the way that crooked visualizers usually do to get a less noisy render.

  • We increase Image Sampler (AA) 1min & 100max Subdivs.
  • We leave IP, GI and materials on 8 Subdivs.
  • Lower the Noise Threshold to 0.005 to tell V-Ray that we want to render without noise.

vray_optimization_figure_04Figure 4. Option 1 - increasing the number of subdivisions in AA Max
1min & 100max Subdivs = Image Sampler (AA)
8 Subdivs = BC, GI and all materials
0.005 = Noise Threshold.

Let's figure out what happens with these settings. Having set these settings, we tell V-Ray:

“I allow you to use up to 10,000 (100 subdivs) Primary Samples (AA) per pixel to understand what is happening in the scene and minimize noise as much as possible at a given Noise Threshold. But, for each Primary Samples, you can create only one Secondary Sample in order to understand what is in the scene with light, GI and materials.”

We remember that because Each IC, material and GI have 64 Samples (8 Subdivs), V-Ray divides this value by AA Max Samples. Although the value is 64 Samples, it is divided by AA Max 10,000 Samples (100 Subdivs), resulting in a minimum number of just one Secondary Sample for lights, GI and materials. (64 Secondary Samples / 10000 Primary Samples = 1 Secondary Sample).

V-ray finishes rendering the image and says:

“I could figure out everything that was happening in the scene for the quality and clarity of the picture that you specified. But in order to test the scene, in some places I had to use as many as 10,000 Primary Samples with 1 Secondary Samples for light, GI and materials.”

We look at Option 1 and see that the amount of noise has decreased significantly compared to the base render. Rendering time increased to 11 min 44 mec (9.8 times longer). But we have no noise. Most people at this point will think that this is the best result that can be obtained and that, like, it’s ready.

But what if we look at option 2, which we talked about earlier? Despite increasing AA Max Subdivs, what would happen if we instead increased the subdiv values in IS, GI and Materials. Let's find out.

Scene example - option 2 - increasing the number of subdivisions in IS, GI and materials


Now let's try something new. Let's set the Primary Samples value to what it was in the basic settings, but add Secondary Samples.

  • We leave Image Sampler (AA) at basic settings 1min & 8max Subdivs.
  • We increase the number of subdivisions in IP, GI and materials to 80 Subdivisions every.
  • Leave Noise Threshold 0.01

vray_optimization_figure_05Figure 5. Option 2 - enthusiastic number of subdivisions in IS, GI and materials.
1min & 8max Subdivs = Image Sampler (AA)
80 Subdivs = Lights, GI, and Materials each.
0.01 = Noise Threshold.

And so, let's look at what happens in the second option. By setting render parameters like this, you are telling V-Ray:

“I allow you to use up to 64 (8 subdivs) Primary Samples (AA) per pixel to understand what is in the scene and up to 100 Secondary Samples.”

Remember that GI, materials and light are 64,000 samples (80 subdivisions) each. V-Ray automatically divides each of these values based on the AA Max Samples set in your scene. And despite 64,000 samples, it is divided into AA Max 64 samples (8 subdivisions), and only 100 secondary samples for lights, GI and materials (each). Secondary Samples / 64 Primary Samples = 100 Secondary Samples).

V-Ray finishes rendering and says:

“I could tell what was going on in the scene based on the noise threshold quality level you set. In fact, most of the time, I had to use all 64 Primary Samples per pixel. And 100 Secondary Samples for light, materials and GI."

We see that the noise is gone, but the rendering time has increased by 4.5 times (4m 38s) compared to the base render.

But if we compare with option 1, we see that option 2 gave us cleaner results and rendered 2.2 times faster.

vray_optimization_figure_06

Figure 06. Option 1 on the left and option 2 on the right. Below is an image enlarged 4 times to better see the difference in noise.

Why is that? Why is increasing the DMC Sampler settings (lights/GI/subdivs materials) better than increasing the Sampler (AA)? The result is faster and cleaner rendering.

How optimization works


In the base render we see that the edges of the object look good, the noise is mainly in reflections and shadows. If you remember what we taught earlier: “Primary Samples (AA) are made to “probe” the main geometry of the scene, textures, DOF and motion blur in the scene. Whereas Secondary Samples “probe” GI, light, materials and shadows.”

And so, to get rid of the noise, choosing between option 1 and 2 is not an easy task. Why use a screwdriver to do the job of a hammer? Image Sampler (AA) has already done what it was designed to do - make geometric detail (the edges of objects) clean and silent. So, instead of shooting a bunch of extra Primary Samples (AA) into the scene to remove noise, it's better to add samples to the DMC Sampler (lights/GI/Material Subdivs), let it do what it was designed for - remove noise in the shadows, lighting, GI, reflections and refractions. Here's our answer!

Now we can see why the "Universal V Ray Settings" of 1min and 100max AA will generally not be the most efficient method of rendering a scene - in fact, it was never intended to be the most efficient method! V-Ray's Universal Settings were designed to make V-Ray accessible and easy for users who don't care about optimization and don't bother with how V-Ray works under the hood. It's just a way to put V-Ray on autopilot. This allows the user to control the entire rendering quality by adjusting just one parameter - the noise threshold. If there is too much noise in the render, simply lower the noise threshold, and V-Ray will keep firing Primary Samples (AA) until it finally reaches the noise threshold.

But we can optimize option 2 even more! From 5min 58s before 4min 53s. With a slight increase in noise.

vray_optimization_figure_07

Figure 07. Option No. 1. On the left, and Option No. 2 The render is optimized even more - on the right. Rendering speed increased by 2.7x!

Here's another example of optimization, this time more focused on scene performance.
Optimized rendering (right) is said to be nearly 35% faster than the generic rendering settings (left) while reducing noise and improving rendering quality. Also note how the reflections have become more accurate - noticeable on the floor towards the end of the corridor.

vray_optimization_figure_08

Figure 08. “Universal V Ray Settings” on the left, and optimized render on the right.

To be continued…

Slate or Compact Material Editor?

Slate or Compact?

What I really don’t like is when, when setting up materials in 3ds Max, they use the outdated Compact Material Editor instead of the new Slate. Like nails on a chalkboard. One immediately gets the impression that a person is stuck somewhere in the 2000s =)

Slate Material Editor speeds up your work significantly, simplifies it and makes the structure of materials much clearer.

For those who are learning 3ds Max for the first time, throw out the lessons where the teacher works in Compact; on Slate it is much easier to understand the structure of the material and you need to initially learn to work in it, and not then relearn.

Those who are used to Compact, spend 2 days of your life relearning, at first you will spit, but then you will fall in love with Slate and understand that it is much more convenient and faster)

Без имени-1

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