3ds Max VRay Render Settings Interior
Do you require 3ds Max VRay Render Settings Interior V-ray Tips and Tricks to enhance your Rendering settings in V-Ray?
If you are a complete amateur in the lighting field, then these V-ray Tips and Tricks would be the best tutorial you can ever find. Straight and Simple!
3ds Max VRay Render Settings Interior V-ray Tips and Tricks
Although, it would take you a few hours to get through the whole process of V-Ray, and finally reaching to the ultra-fast rendering settings in V-Ray. It is important to work with the default settings before learning and reaching to the master settings of V-Ray.
3ds Max VRay Render Settings Interior, these V-ray Tips and Tricks will help you become a pro in V-ray.
3ds Max VRay Render Settings Interior, Let’s get started with V-ray Tips and Tricks.
After installing your V-Ray settings, assign your renderer as V-Ray by hitting F10 > Common tab > Assign Renderer > V-Ray
First of all, we are going to work in the interior part. No matter what your interior is, it must have few windows to let the light come from outside for solving the purpose of daylight and a few light sources inside the room for solving the purpose of lighting at night.
With the default settings on the go, set your few things:
1. Hit F10 > Render Setup: V-Ray > V-Ray Panel > V-ray: Color mapping> Type>Exponential (Linear doesn’t seem so realistic)
2. Go to V-Ray: Environment in the same V-Ray Panel > Switch on the GI Environment (skylight) override and set your multiplier to 15 and color- white.
3. Now simulate some diffuse light in the environment. (Example – Go to lights panel > Standard light > Target direct) (Tweak with the target light a bit so that it directs towards the interior through the window)
4. Hit F10 > Render Setup: V-Ray > Indirect illumination > V-Ray: Indirect illumination (GI) > switch on > Primary bounces (GI engine – Irradiance Map) and Secondary bounces (GI engine – Monte Carlo). Hit Render (Shift – Q). (Note: Simulation of the light incoming from outside, without a single light source in the room.)
You will notice that it took more than 20 minutes to get the render of such a simple scene, and the output is not exactly what you wanted. Right?
Now we are going to tweak with some V-Ray settings to get the best output in lesser time.
Hit F10 > Render Setup: V-Ray > Indirect illumination > V-Ray: Indirect illumination (GI) > switch on
Now you will see primary and secondary bounces, now the question arises what they actually do?
The primary bounces are the final gathering algorithm. It collects all the light in the scene and calculates the final data.
The Secondary bounces are light bounced off the surfaces, producing light in the areas that are not directly exposed to a light source.
The problem that is arising in our scene is because of the usage of the secondary bounce algorithm. The Quasi-Monte Carlo mode is collecting light in such a way that it’s starting the tracing from the point in the scene, and checks if there is the way that the light got there from secondary light bounces. It is suitable in the case where lots of light sources are present in the scene.
To solve this problem, set the Secondary bounces to Light Cache. The light cache collects photons on points that are going out of the camera to the scene. This mode is very similar to the Photon Map mode, but it is better because it is optimized so the collected light is in the camera space, does not spread all around, thus saving resources, and concentrates the calculations in the visible area.
After changing the Secondary bounces to Light Cache, scroll down a bit and go to:
V-Ray: Light cache > Change the settings as follows:
• Subdivision: 500
• Sample Size: 0.005
• Turn on the Show calc. phase, to see the samples gathered
The first thing you will notice after the Light Cache is collected that the pre-passes are now much faster, because the light is cached, and not traced for every single pass. Second, the produced image is better and it took much less time than usual.
The daylight version of the image still has some blotchy areas (left side, where the wall and the floor touch), but this is far better and faster than the default settings.
The blotchy effect will be less visible when using actual colored and textured objects. Also, the more geometry you have on the scene, less probability that this occurs because the light will be more scattered.
On the other hand, if you have a scene like this, you can jazz up a couple of settings so everything is fine:
1. Increase the global light strength, so there are more photons around
2. In the Irradiance Map settings set the HSph. Subdivisions to 70-80, and Interp. samples to 25-35, so more light samples are collected via the final gatherer
3. Increase the Subdivisions in the Light Cache to 750.
Feel free to experiment with render settings according to your architectural models to get a better understanding of your software and its settings. You will get to know how different values effects while rendering.
Note: Texturing your models are going to improve the rendering output and you will overcome with few of the problems you were facing while lighting.
For eg, if you are getting some patches in the corners of your room, and you are not able to get a good render even after tweaking with the light settings, go get your texture changed in the material editor or tweak it a bit.