Join Dave Schultze for an in-depth discussion in this video Quick tour of the rendering interface, part of Rhino and V-Ray: Rendering.
Before we get into any specific tools, let's first take a scenic tour around the interface. This movie will be more about where things are as opposed to how they work. Up at the top of the screen we have this group of toolbars. This is the Rhino Render tools. Now, we're using V-Ray but there are a couple things on here we will need to access later. That brings us to the V-Ray toolbar. It's a much smaller group of tools here. We're going to start with the options first. Now these will all be collapsed and they're pretty small.
If you open them all up at once they would not fit in your screen. So we'll start off with the Global Switches. Highlights of this area. I would call it the Lighting and Material Overrides. Now if I don't mention things specifically, they're probably not going to be accessed during this course. Just try to keep this high level. Next up is System. This is where I access the distribute rendering so when we have the render spawning working. That's pretty much the most important thing there. Camera we'll be using a lot of. We're going to be using the physical camera with a lot of it's settings.
That's accessed here. The Environment Controls both the Ambient Skylight and Background Reflection. These other two reflection refraction do not use nearly as much. Moving along. This is overall general quality of the image. Anti-aliasing refers to smoothing of edges. Next up is the DMC sampler. This controls the noise or quality of the overall rendering. We don't have to actually adjust this very much at all. We'll be talking about presets which control a lot of these technical settings.
Next up is Color Mapping. The same kind of applies here. This is very technical and this is also controlled by the presets. VFB Channels. I'll scroll this back up. This is your basic rendering. Gives you RGB color, possibly with an Alpha channel. But there's a lot more options here and these are primarily used for compositing. We'll just be using RGB possibly with Alpha and that's about it for here. Output we will be using a lot. This generates the size of the view port we render. So it's not limited to the size of your screen. It can actually render far far bigger.
We have a lot of standard ones here. We'll talk about those later. Indirect Illumination. Also called the GI for Global Illumination. This controls the two render engines used by V-Ray. So one is called the Primary Bounces, there's several options there. Whichever selected then appears down below in its own rollout. Secondary bounces, this is more for the second engine. We're using brute force, which is a form of GI. So we already covered those.
Caustics can best be described as that effect with glass or gemstones where you get the sparkly rainbows. So that's where those would be controlled. Displacement has its own rollout, because this is so time-consuming to render. It can make your average render ten or even 50 times longer. So you want to have a control place to actually turn that off if it's not needed until the very last. If our RT engine controls using real-time rendering, that's a little more advanced for specialized hardware. So leave that alone for now. Close this.
going to go back to the V-Ray toolbar. Click on the M, that is the material editor. We have a couple sections here. We have materials list of all the materials in the scene. So as I just click from one to the other, we get little previews up above. And this render preview area is extremely handy when you're designing and tweaking the materials. And then over here on the right side is the material parameters, which can get pretty intimidating. Fortunately, we'll be adjusting just a hand-full of settings.
And then also, when you load in other materials they're pretty much done. You don't need to touch it. The last thing we'll look at for V-Ray is the F ticket, which is the V-Ray frame buffer sometimes called the VFB. So whenever you do your rendering, this is what'll show up right here. Nothing's been rendered so it's kind of a black square. This also has lots of extra features and commands along the edges. We'll get to those as well a little bit later. So just to wrap up, if your interface does not look exactly the same, it's easy enough to modify to suit your workflow or preferences. Any of these toolbars, at the top, or sidebars on the side, can be docked or undocked and moved around to suit your own personal preferences.
- Why use V-Ray?
- Installing DR Spawner
- Understanding 3D terminology
- Activating V-Ray
- Adjusting quality settings
- Get quick previews with the material override
- Understanding lighting types
- Exploring materials in the Material Editor
- Creating your own materials
- Texture mapping materials with bitmaps and procedurals
- Saving time with V-Ray presets
- Getting the right size for your render with output settings
- Working with environment lighting
- Strategies for working with cameras and camera settings
- Ensuring accurate color for your scene with color correction
- Rendering tips and tricks