Join Brian Bradley for an in-depth discussion in this video Understanding subdivs, part of V-Ray 3.0 for 3ds Max Essential Training.
- When working with V-Ray specific versions of tools, such as lights, cameras, materials and so on, we will often times come across a parameter entitled subdivs, which is short for sub divisions. Understanding what this term refers to and how the numeric values we place in subdiv parameter fields will affect our renders, is a critical V-Ray concept that we will definitely benefit from understanding. Especially so if we're coming to V-Ray after working with Mental Ray in 3ds Max. You see, when setting up the main image sampling, or eye ray controls in Mental Ray, we will have been used to setting a minimum and maximum number of samples per pixel that we wanted the engine to use.
This would be true of both the legacy and unified sampling modes that are available in Mental Ray. Now the values used in those min and max fields are actual sample numbers. So, a max value of 128 set for the unified sampling engine would mean, quite literally, that a maximum of 128 eye rays, or samples per pixel, could be shot into the scene in order to produce a final render. What we need to be aware of in V-Ray, however, is that rather than referring to the specific number of samples that can be used, the subdiv parameter instead denotes the square of that value.
In terms of samples, or rays, then, a sub division value of eight, which often times is the default in V-Ray, would more accurately be described as eight multiplied by eight, meaning that for each pixel of our rendering resolution, we could potentially get a total of 64 samples, or rays per pixel, being used. We start to realize how critical this understanding is as we look through the settings and controls that are provided for many of the tools in V-Ray. Not only do the main image sampling controls work using a subdivs parameter, but if we come into the "GI" tab and take a look in the "Irradiance map" and "Light cache" rollouts, we see that the two have "Subdiv" values.
If we pull up the "Material Editor" and select a V-Ray material from the scene, we see that the reflection glossiness parameter has a "Subdivs" option, as do the "Refraction" controls. And of course, we could go on and on, as there are quite a number of areas inside V-Ray, lights, for instance, where subdiv parameters come into play. Clearly then, the subdivs value will have quite a significant impact on both the speed and final quality of any renders that we make using V-Ray. Higher subdiv values can result in a higher number of samples being used for an effect, which in turn, typically leads to a higher quality final render, which more often that not, will also result in our having to pay the penalty of increased render times.
- 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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