Join Dave Schultze for an in-depth discussion in this video Rendering with the frame buffer, part of Rhino and V-Ray: Rendering.
This next video will focus on the V-Ray Frame Buffer also called the VFB. This is the window that pops up every time you hit R for render. Besides watching and saving a rendering, there are some surprisingly cool features built in. A few of these are little bit technical and outside of our core scope, so I will be focusing only on the most useful. So if we were to start our rendering, we would get the Frame Buffer automatically. If you don't need to start our rendering, but you want to like retrieve or maybe save your last rendering, you can just click up here on the V-Ray toolbar, in this little F looking ticket and that'll open up the Frame Buffer, so it'll show a rendering if it's been done, otherwise it's black like this one.
Let's go ahead and start a render, so I'm going to click on the R for render button. And let it finish. Now one of the more interesting thing most people notice off the bat is these channels are G and B which are kind of interesting looking when you separate them. Most of the time you want to see them all together. And we also have other channels for information. In this case, we've rendered that an alpha. We're not going to get into that but that but this would be one way to accidentally lose what you're looking for and this is your quick fix. Switch back go RGB,. So V-Ray can render up to dozens of different channels of data. Most of the time though, you're just concerned with the RGB color.
Another button you may want to check is right here. This is Monochrome Mode. Now this is sometimes useful if you're having trouble determining contrast because tones are too similar, even though they're different colors. So right here, I'm noticing that this shade of gray is looking a little bit. Close to the background. So that may be useful sometimes if I'm deciding to change colors around. But that's a toggle and you can turn that back off. Full color mode is there by default. Everyone knows and loves the disc button which is to save it. You can put that anywhere you want. This next button I occasionally use if I want to start off with a fresh render and not see the one before. So we can just hit this little X which will clear the image out. And so that brings up this next button here. This is to render the spot where the mouse is pointing at.
So I'm going to turn that on, and we'll go over to this other button here. This will render the last view. We've already got the view port here selected behind us so that'll be where it's rendering from. But watch as I move my mouse into the scene. I'm going to focus on the penguin. And that's going to be where it starts the rendering here. It has to get to the second pass, this is the GI ambient pass. Now it's rendering exactly where I pointed. You can see it's going outwards and if I jumped over to somewhere else, that becomes the new focus. So, it's not very obvious here with a fast render.
But if you have the rendering that's going to take maybe 20, 30 minutes, you could focus on one small zone and then find out if that's working or not and stop the rendering. Similarly, we have a Zone render. I'm going to turn off that mouse focus. And right here is the region render. So maybe I just render only the penguins head. So the next time I go to render, or use this button here, Render Last, it's just going to render that little zone I've outlined. Let's go ahead and try that. So now you can see it rendering through. It's got the ambient pass and then it's got the raytrace pass. So this is also a toggle. So you probably want to turn that off the first time you use it if you're not going to use it anymore. The next area we're going to cover is what's called the Frame Stamp. It's kind of hidden down here at the bottom. So I'm going to show the Stamp controls. Now the first button here is to show the stamp, and we have nothing in it so nothing will show up.
But we do have an edit box, so I'm going to type in just some key words here. Maybe we're going to do Penguin Test Render. Or whatever the project may be. Maybe put a little spacer in there. Now I can go ahead and change the font. Unless I want it, head, a little bit bigger. We go to 12 point font. So that actually the text bigger and the box itself. What do I really love here is some of the variables. So want to go over to this little percent sign, and click Insert Variables. These are the items that V-Ray can insert, which may change from time to time.
For example, here is V-Ray core, or version. So we highlight that,and just click Copy to Stamp. So that pops right in. So that's going to look into the system and find out which version is currently running, and we are on version 2.0. Also, probably my favorite one though, is render time. I used this quite a bit. Copy to the stamp. And we can close that. There's a couple others in there but this is valuable knowing that time renders take to decide if you want to start the next render or keep tweaking the model or the lighting or the materials. Also if you're particular about the bottom we can move that frame stamp by clicking down on that little square button.
Put it at the top and you can even justify it. So this information if you were to click the little disc icon and save it would be saved with the image. It is kind of a pain though if you later don't want it, so you may just use it there for reference. You can leave it if it's okay, and you can also just click on this apply stamp turn off quickly and easily. So for what looks like a simple rendering window, the VFB has a feature set that's surprisingly useful. My personal favorite is the render time, which is especially useful during early phase testing to decide how much time I want to allow for a render.
- 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