Join Brian Bradley for an in-depth discussion in this video Image sampling explained, part of V-Ray 3.0 for 3ds Max Essential Training.
- When working with a raytrace render engine such as V-Ray, having a basic understanding of certain core fundamentals of the technology will most certainly benefit the work that we do with it. Indeed, the final four videos in this chapter have all been designed to help us grasp a few critical rendering concepts as they apply to the V-Ray engine. In this video specifically we will be taking a look at Image Sampling before moving on and examining V-Ray subdivision, or subdiv, and color mapping controls in later videos.
The question we should perhaps start with then is what exactly do we mean when we talk about Image Sampling? Well, when looking at the Image Sampling process we are in fact looking at the most basic element of Raytrace Rendering itself, which is the process of creating or construction a 2D image out of information that has been collected from a 3D scene or environment. Now in order to collect all of the relevant information required, such as the shape of geometric surfaces, the properties of applied materials, lighting, shadow information, and so on, our render engine needs to somehow probe the scene so that it can determine what color values ought to be drawn in each of the pixels or image squares that will ultimately make up our final image.
The million dollar question, of course, is how will this gathering of information or probing be accomplished? Well, this is where we need to understand, at least a little, the basic workings of the already mentioned Raytrace Rendering process, which generally speaking, works like this. From the rendering camera in a scene the render engine will shoot a number of rays through an Internal Frame Buffer that represents each of the pixels that will make up our final image. These primary rays, sometimes referred to as eye or camera rays, are sent out into the 3D environment in order to trace or bounce their way through the scene.
As they go they will be sampling or gathering information from objects found in the rendering camera's field of view. As these hit or come into contact with geometric surfaces they take note of and collect a wide range of information, such as diffused color values, Specular reflectivity levels, and so on. They also, with each hit, send out shadow rays whose very specific job is to trace a line from that point of surface contact toward any direct light sources that can be found in the scene.
This will determine whether or not that surface point needs to be rendered as if sitting in direct light or in shadow. The primary rays will also on contact with a surface make an evaluation as to whether or not any secondary or bounced rays are now required. These come into play when a surface material specifies properties, such as glossy, and or blurred, reflections, refractions, subsurface scattering, and so on. Once a user specified amount of sampling or information gathering has been accomplished all of the data collected up to that point gets returned back along each of the rays traveled paths, fed into the render engine for evaluation and averaging, and then gets drawn in the frame buffer as a final pixel color value.
Of course this is an extremely simplified overview of what is in reality an incredibly complex process that can potentially involve millions of different kinds of rays being cast and then traced through our scenes in order to produce that final image we are after. This simple overview though is enough for us to work with in this course and will definitely help when we look a little bit later on at V-Ray's Image Sampling engines themselves. Let's move on then to our second critical concept video in which we will take a look at the subject of subdivs, or subdivisions in V-Ray.
- Using the new UI elements, Quick Settings, and revamped Frame Buffer
- Understanding color mapping modes
- Adding V-Ray light types
- Working with the V-Ray Sun and Sky systems and dome light
- Using irradiance mapping and light cache
- Working with diffuse color maps
- Making reflective materials
- Creating a translucency effect
- Using the new SSS and skin shaders
- Ensuring quality with image sampling
- Working with the adaptive subdivision engine
- Controlling the physical camera
- Working with FX tools such as VRayFur and VRayMetaball
- Stereoscopic 3D rendering
- Using Render Mask
Skill Level Intermediate
Q: This course was updated on 02/02/2016. What changed?
A: We added tutorials on the new 3ds Max camera tool, which replaces the defunct V-Ray Physical Camera. The author also includes a method for creating a V-Ray camera via scripting.
Q: This course was updated on 04/19/2018. What changed?
A: New videos were added that cover V-Ray 3.1 to 3.3 updates.
SketchUp: Rendering with V-Ray 3with Brian Bradley4h 15m Intermediate
V-Ray: Control Color Bleed in SketchUpwith Brian Bradley1h 2m Intermediate
Introduction and Important Information
V-Ray 3.1 to 3.3 Updates
V-Ray 3.4 to 3.6 Updates
1. Getting Ready to Render with V-Ray
2. Key Lighting Tools
3. Global Illumination
4. V-Ray Materials and Maps
5. Quality Control with Image Sampling
6. Working with Cameras: The V-Ray Physical Camera
7. Working with Cameras: V-Ray 3 & the 3ds Max Physical Camera
8. The V-Ray FX Tools
What's next?1m 47s
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