vary fast and efficient setting by amin khormaei

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  11 November 2012
Thumbs up vary fast and efficient setting by amin khormaei

Amin khormaei's fast and efficient vray setting

Adaptive DMC min : 1 to max : 25 for less noise min : 1 to max : 10 it depends on your scene you can set the less value for max subdivision

GI engine first : brute force
second : light cache

brute force subdivision : 128

calculation parameter :

light cache : min subdivs : 500 max subdiv : 3000 (it depends on your scene and count of
objects and glossy rays like reflects and refracs)
sample size : 0.001

number passes : 2 (lower value is for 1 local machine and the higher number is for dist rendering)

Adaptive sampling : on

reconstruction parameters :

Pre-filter : 20

Use light cache for glossy rays : on

Ambient occlusion : on

AO subdivs : 32

Vray DMC sampler :

Adaptive amount : 0.5 or 0.6 or 0.7 (0.6 is slower but i makes less noise and 0.5 is more slower that produce better scene)

Min sample : 50

noise threshold : 0.01

Global subdivs multiplier : 2 or 3 or 4(3 is slower but it is better and 4 is more slower that produce better scene)
Raycaster parameters :

you should select 40% of your entire ram

(i selected 4000 MB of my 10000 MB RAM)

Deafult geometry : Static for still images and none motion blurred scene

each cpu can't manage all of your ram execpt systems with two or more cpus

lights setting :

PLZ set the all lights sample in the scene to : 64

Bonus : it's for making your scene more realistic

if you want make your image like human eyes please set the AA filter to :Vray Lanczos filter

and make your still image to photography use : area

make vignetting with photoshop and use the lens correction and add abberation and a little noise

if you set the Adaptive DMC to 1:10 you don't need to add noise with photoshop

again if you wanna use the vray work like arnold render you must ghange the primary and secondary GI engine to brute force

but it's really slow when you render. my method is something like arnold render algorithem but faster than only brute force engines.

don't forgot that solidrock spread shadow make shadow unreal, it seems like using color bleeding but this metod keeps shadows real.
index :
please just change these attribute in vray setting and release the other to their defaults
i test these setting and there were no artifacts
these setting has a little noise but when you make a crowd architectural scene no one can recognize these noises

you just find a little noise in areas are with a simple material and with light colors
thank to all member of these community

best regards

Amin khormaei

i found some artifact in corners if you could improve that so begin.
welcome to the world of imagination

Last edited by i-studio : 11 November 2012 at 04:25 PM.
  11 November 2012
Thanks for sharing, but dosn't the Dmc Sampler override brute force subdivs and light/material subdivs>?
  11 November 2012
And isnt LC passes supposed to be set to the amount of cores you have in your machine?
*(GOZER)-During the third reconciliation of the last of the Meketrex Supplicants, it chose the form of a giant SLOAR...

  11 November 2012

Are you familiar with Maya?
If so, could you make a breakdown for Maya as well??
Thank you in advance!
  11 November 2012
brute force subdivision : 128!!!
why so many? Scene will be be a few days. What is your hardware?
  11 November 2012
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