Join Brian Bradley for an in-depth discussion in this video Using brute force GI, part of V-Ray 3.0 for 3ds Max Essential Training.
- In this final exercise for the chapter, we're going to be working with the Brute force GI system, and our, hopefully by now familiar, interior test room. To make a start, let's jump into the Render Setup dialog and enable V-Ray's GI systems. As we are focusing in on the Brute force engine, let's set that up in the Primary slot. And of course, so as to follow the pattern of our previous exercises, disable the Secondary engine, at least for now. So before getting started, I probably should note here that in my experience, very few seasoned V-Ray users would choose to make use of Brute force for an interior global illumination solution.
Unless, that is, there was a very specific need for it. Now that situation can arise. Maybe we have lots of detailed geometry in a scene. Well in such a case, Brute force would probably make a good choice. We just need to be aware though, that Brute force can be both slow to calculate and extremely hard to clean up on interior renders. If we look at the control set that comes with the Brute force option, we can see that it is very easy to work with indeed. We have a Subdivs parameter, which is essentially our quality control.
And we have a Bounce option that only really becomes available should we choose to use Brute force in the Secondary engine slot. If we take a render of the scene as it currently stands, we can perhaps instantly see why this particular GI method can be so hard to clean up on interior scenes. We have lots of noise and lots of completely black areas showing up in our render. One thing that could perhaps help would be to, again, make use of our V-Ray Sky Portal. So let's go ahead and un-hide that, and walk through the process of enabling the simple Sky Portal option.
Taking a render now. Shows that we have drastically improved the look of our scene, although we have, of course, taken quite a jump in terms of render times. Given the nature of how the Brute force system works, however, this is simply a penalty that we have to learn to live with. Although we do have to keep in mind here that we are forcing an artificial test situation on the Brute force engine, as we would never really want to render with it without having a Secondary bounce engine enabled. Now we may think that cleaning up our image here would be a simple and straightforward operation really, given that all we apparently need to do is crank up the Subdivs value.
Well, it is true that we could go ahead and do that. But again, because we are talking about a noise problem in our scene now, we have to keep in mind that we could just as easily make use of the main image sampling and Global DMC controls in order to clean things up. We are, for this exercise though, going to stick with our Brute force Subdivs parameter, setting it to a value of 24, and taking another render. What we now see is that we have cleaned up a lot of the noise in our image, and we can see all of the geometry detail in the scene is starting to stand out quite nicely.
Again though, we have increased our render times by quite a considerable amount. Well let's see what happens if we now go ahead and enable a Secondary bounce engine. As this is an interior, let's again add Light cache to the mix, keeping the defaults in place, and then taking another render. Well two very noticeable things happened. Firstly, we have added an awful lot of extra illumination to the scene, which, to some extent, is helping hide a lot of the noise. Problems that do still exist here.
We have also noticeably decreased our render times. This is because the image sampling engine isn't having to work quite so hard now in order to clean up noise that is present in the scene. There's one final task. Let's save the image that we have, and set our Secondary bounce engine to Brute force also. Our Bounce's value of 5 should work nicely. If we again take a render, and make a comparison of what we have, we can see that although we have made our noise problem a little more obvious, once again, we have also now produced a light simulation that, to my eye at least, looks to behave in a more natural manner.
Particularly so when we look in areas of darker shadow, such as under the couch, and up around our molding. The price for this improvement is of course that our render times have once again jumped back up. And it does have to be said that this particular GI configuration would take quite a high level of image sampling, and quite a while in terms of time in order to clean up enough for it to be used as a final lighting solution. Whilst Brute force then is probably not going to be our first choice of Primary bounce GI engine for interior settings, we have hopefully seen in this exercise just how easy it is to work with, and how much quality it can produce in a lighting solution for our final renders.
- 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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