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This course introduces the features of the V-Ray 2.0 rendering engine and demonstrates how to extend the range of Maya with its state-of-the-art tools, such as irradiance mapping, fur and hair textures and shaders, and stereoscopic 3D rendering. The course covers critical concepts such as creating basic materials, image sampling, color mapping, subdivs, and lighting, as well as the Render Elements, RT, and physical rendering workflows in V-Ray. Exercise files are included with the course.
In Chapter 2 of our course we covered a somewhat brief outline of Image Sampling in theory. What we need to do now is move on to examining V-Ray's Image Sampling Engine themselves and of course take a look at the controls and parameters that go with them. To do this we've set up for ourselves a custom made scene that really presents some difficulties, some challenges for our Image Sampling Engines. We're going to throw the scene at them and see how they handle this test. In fact, just to show you what we have set up in our scene, let's pull up Maya's Render View window, and if we want to come to File>Open, and you can follow these steps because you have these images provides in your Exercise files folder.
So make sure you are in your Exercise files, come to assets>Ch06, and we just want to load this Main_Cam.bmp file. And if we open that and if I just middle-mouse scroll out a little bit and then hold Alt and Pan, you can see we have a number of different elements in the scene. For instance, we have materials that for the most part have been set up with blurry or noisy reflections on them. So the noise will have to be cleaned up by our Image Sampling Engines. We have number of objects that have straight lines associated with the materials, that can be something that is challenging to our Image Samplers.
We also have some noisy patterns; you look at the patterning, the texture that is found in the diffused properties of our cabinet here. You can see we have lots and lots of noise and detail in our countertop and our vase material. So lots of expects of the materials that the Image Samplers will have to work on. In terms of lighting in the scene, we have a V-Ray dome light, of course that gives a 180? of direct light. But we have left our subdivisions, our sampling subdivisions set at the default of 8. So again, the Image Samplers will have to work to clean up any shadow information coming from our lights.
Global Illumination is also enabled in the scene. If we come to the Render Settings window, let's come into the Indirect Illumination tab, you can see the Systems are enabled. If we come down, you can see our Irradiance Map, Primary Bounce Engine is set to Low setting. If we come down to our Light cache settings, you can see we have very low Subdivisions there of 250. That means we can get a lot of noise, blotchiness in our scene and, again, the Image Samplers will have to work to resolve any of that. If we come right up to the top of our roll out, you can see we also have Ambient Occlusion.
Again, this is a noisy, secondary Ray effect giving those occlusion shadows. Add to that the fact that if we come to the V-Ray tab, we have no Antialiasing filters enabled, so there's no averaging or smoothing taking place off our sampling. Well, you can see that the scene would present some difficulties for our Image Samplers. So with the clear view of just how our test scene has been set up then, let's push on to our next video and take a look first of all at working with V-Ray's Fixed Rate Image Sampling Engine.
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