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As time is more often than not going to be equated with money or cost, it isn't surprising that studios and freelance artists are continually looking for ways to speed up the production process whilst maintaining or even increasing the quality of their visual output. As V-Ray RT can potentially help us in these areas, we just want to give you a quick demonstration, we want to walk you through some common operations inside of Maya as it were and let you see for yourself the kind of feedback that RT can give to you. Of course with V-Ray set up as our production manager, if we set an IPR Render going inside of Maya, we will instantly get the V-Ray RT engine kicking into action for us.
Before we do that though, there are just a couple of tweaks I want to make to our scene. So if we come up to our Render Settings window. First of all, I just want to make a quick change to the Resolution, just make certain that we are getting quick feedback from the RT Engine, so I am just going to drop that down to a value of 600?290. Then we need to come along inside of the tabs in the Render Settings window and come to the RT Engine tab. Just one quick change I want to make in here. As we have said, by default, V- Ray RT set to render indefinitely. It will just keep refining away in the background.
We don't really want that in this instance. I am just going to set a value of about a half minute (0.500) in here, that should be enough time for us to quickly evaluate the changes we have made and decide whether or not we want to keep them. So with those tweaks we can now close our Render Settings window and enable an IPR Render. And as you can see, in no time at all we get V-Ray RT rendering away inside of our Render View window. Now we are ready to make some tweaks and changes to our scene. Now, the first thing I'm going to do, if I just grab our Render View and pull it to one side here, now inside of our viewport I am just going to hold down the Alt key and I am just going to left- mouse click and just rotate around a little bit and let's see if we can find something that I like a little bit more in terms of composition.
Let's right-mouse click and pull out a little bit, middle-mouse click pan, and you can see instantly inside of our Render View I can determine whether or not I like this framing, whether I like this composition or not. Not only can we set up composition with regard to our Camera controls but we can also select the Camera itself, and again, to get access to the Attribute Editor, I am just going to move our Render View window. We can actually work with our Camera controls. So if we come down to our Extra V-Ray Attributes roll out and if we just, first of all, work with our F-stop value or our F-number, I know that I am going to want to enable a Depth of field effect, I will test the Depth of field effect in our scene in a little while.
So I am just going to drop our F- number value down to roundabout 6, of course that that changes our Exposure and we are instantly reminded of that inside of our Render View window. So I am going to come and make a quick change to our ISO value, let's try something around about 700. Maybe we like that and maybe we decide that we just need it to be a little bit darker in the scene, so let's try 500. Again, these quick iterations, these quick changes, very easy to determine whether or not they are working for us with the V-Ray RT Engine. Okay, so with the Exposure working kind of okay for me, I am going to come down to the bottom of our controls and enable the Depth of field effect, and instantly we get the feedback from the RT Engine telling us whether or not this effect is working in the scene.
And of course as well as Depth of field effects, we could just as easily be working with Motion blur in the scene, that would work perfectly fine as well. So let's disable our Depth of field Effect and see how V-Ray RT handles material work inside of an IPR Render, so let's go and pull up the Hypershade window for ourselves. I am just going to select our Red_Car material. We've got it in the Attribute Editor so we can get rid of the Hypershade window now. So let's decide, first of all, that we want to work with the diffused color of our object. So let's see if we can tweak around with that.
Let's see what kind of changes we can make, see if we can find something that we actually prefer So I'm going to go for that at this moment in time. Maybe we want it a little bit lighter. Again, you can perform all of these little changes and instantly decide whether or not that is the value that you are going to want to work with. So Diffuse Properties, very easy to work with. What about reflections, what about if we wanted to test our car as a fully reflective object? Well, we can very, very quickly get feedback on that. You can see that's not really working, so let's dial that back a little bit.
We have some reflections. Can we work with blurry reflections in the RT Engine? Most definitely, if we come to our Reflection Glossiness value. Let's drop that down to a value of 0.5. Let's change the Brdf Type to Ward and, again, you can see the instant feedback that we are getting there. Color of Reflection, in fact, all of these material parameters we will get very, very quick feedback inside of the Render View window from the V-Ray RT Engine. What about lighting though? Well, let's go again up to the Window Menu, pull up the Outliner for ourselves, and I am just going to select our Key_Light.
We can just minimize the Outliner for now, and if I disable this, you can see we instantly get an update on the scene's lighting setup. We can even, if we want to, so if I just grab the Outliner, we can even delete and add objects on the fly with our IPR Render running. So if I just delete all of our current V-Ray lights, close the Outliner, then come up to the Rendering shelf and just place a V-Ray Dome Light in the scene, again, you can see we get instant feedback from those changes. Something we do have to keep in mind is that none of our Image Sampling Engines, nor our GI Engines can be tested when we are using V-Ray RT.
Those systems are not employed in this progressive path trace render. So there are one or two areas of V-Ray that obviously we will not be able to test and tweak using the RT engines. One final tip, if you are doing preview work such as this, if you are tweaking and changing things in your scene and suddenly you find you have an image that you really like, well, you don't have to lose that, you can come and use the File>Save Image option inside of Render View. You can save that to disk using any of the file formats available in there and you will have your final RT render saved to disk ready to use.
So even though we have demonstrated a number of operations inside of this video, you do need to remember we have really only given you a very quick overview of the RT Engine. I am certain that as you employ it in your daily routine you'll find lots of ways to put it to good use and that you will still find yourself getting extremely quick feedback from this very powerful rendering engine.
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