However, a small number of passes cannot be distributed effectively across several threads. In general, a light cache computed with a smaller number of passes may be less noisy than a light cache computed with more passes for the same number of samples. This ensures that the light cache is consistent across computers with a different number of CPUs. Each pass is rendered in a separate thread independently of the other passes. Number of Passes - The light cache is computed in several passes, which are then combined into the final light cache.The actual number of paths is the squared value of the subdivs (the default 1000 subdivs mean that 1 000 000 paths will be traced from the camera. Subdivs - Determines how many paths are traced from the camera.V-Ray Mask can be created using the Add layer button. They can be applied to Color correction layers, Lens Effects, the Denoiser, Folders and also to Render Elements (when the Source layer is set to Composite) in the VFB layers tree. Each of the bounces in the path stores the illumination from the rest of the path into a 3d structure. Overview The V-Ray Masks are used to refine only selected parts of the rendered image in the VFB. Light Cache - The light map is built by tracing many eye paths from the camera.For the "Light Cache" set the "Subdivs" to 1500, and for "No of Passes" set the value to 8.
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