Camera
This page provides information on the Camera settings in the Asset Editor.
Overview
The Camera rollout controls the way the scene geometry is projected onto the image. The cameras in V-Ray generally define the rays that are cast into the scene, which essentially is how the scene is projected onto the screen.
The main place to adjust the Camera settings is the Camera rollout. If you need to fine-tune the settings, you can also use the Advanced Camera Parameters rollout.
UI Paths
||V-Ray Asset Editor|| > Settings > Camera rollout
||V-Ray Asset Editor|| > Settings > Advanced Camera Parameters rollout
Camera
Type – Specifies the type of the camera. This is where you can define the output required for VR rendering or standard imaging.
Standard – A standard pinhole camera.
VR Spherical – A camera that is useful for generating latlong images for spherical VR use.
VR Cubemap – A Cubic/Box camera with the cube side arranged in a single row. It is useful for generating cubic VR output.
VR Camera types require a viewport with perspective projection.
Stereo – Enables or disables the Stereoscopic rendering mode. Stereoscopic images are rendered «side-by-side» or «one on top of the other» based on the Output Layout option. You do not need to re-adjust the image resolution as it adapts automatically.
Exposure – Enables the Physical Camera Exposure. When enabled, the Exposure Value, F-Number, Shutter speed and ISO settings affect the image brightness.
Exposure Value (EV) – Controls the sensitivity of the Camera to the scene lighting levels. The result is a brighter or darker image. If Auto Exposure (by clicking on it) is enabled, the Compensation value becomes available. When the Auto button is enabled, the ISO, F number and Shutter speed are locked.
Compensation – This option is enabled when the Exposure Value (EV) is set to Auto. It is an additional compensation for the auto-exposure value, in f-stops. A value of 1.0 makes the result twice as bright, and -1.0 makes it twice as dark.
White Balance – Renders objects in the scene that have the specified color as white in the image. Note that only the color hue is taken into consideration; the color brightness is ignored. There are several presets that can be used, most notably the Daylight preset for exterior scenes. You can click on the Auto option in order for V-Ray to automatically adjust the White Balance. For more information, see the White Balance example below.
Please note that the Auto option for both Exposure Value and White Balance works only in Production rendering mode and Light Cache must be specified as the secondary GI engine. Light Cache Disk Caching is not supported with the Auto option enabled. You can use it in Single Frame mode instead.
Auto Values – This option is available when Auto Exposure/White Balance is used. It stores the auto calculated Exposure and White Balance from the last initialized render as values that can be reused in the next render by pressing the check button ( ). This option helps if you have manually set different values for the Exposure and White Balance and want to return to V-Ray best suggested values (for the last render). Manual refresh is required to get the values from the last render by pressing the update button ( ). See the short example video below.
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Settings
This page introduces the render settings in V-Ray for SketchUp.
Overview
V-Ray Settings provide control over the parameters that adjust the rendering process. They can be accessed from the Asset Editor in the Settings tab.
V-Ray Settings are organized in two panels — the main one exposes the default options for scene setup. The default options usually work for many kinds of scenes, but if access to more advanced options is needed, the right-hand side panel of the Asset Editor provides those.
Note that the displayed options in the Advanced settings rollouts change in accordance with the settings from the Default panel. The exposed controls vary depending on the combination of selections between CPU/GPU, Interactive/Production and Progressive/Bucket options. Changing the Quality preset from the Render rollout sets a number of options with appropriate values for the selected preset. Generally, the Quality presets will work for a wide variety of scenes and you do not need to adjust the settings any further.
The Advanced Camera Parameters rollout can be found on the Camera settings page. The Denoiser rollout can be found under the Render Elements page. The Animation rollout toggle remains grayed out unless an animation is set up in SketchUp. For more information, see the Animation rollout page.
The settings in some of the rollouts are organised in Basic and Advanced mode. You can switch the mode from the toggle button ( ) located next to the rollout title or globally from the Configuration rollout.
You can restore, save and load V-Ray settings (in a . vropt file format) from the bottom three buttons in the Settings panel area. The three options are Load Render Settings from File. , Save Render Settings to File. and Revert to Default Render Settings. These options are inactive during rendering.
UI: ||V-Ray Asset Editor|| > Settings
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Render Parameters
This page provides information about the Render Parameters rollout in the Settings tab of the V-Ray Asset Editor.
Overview
Render Parameters rollout of the Settings tab exposes several options that control the Progressive or Bucket image samplers. You can also select an Antialiasing Filter and find a number of Optimization settings here. Note that the exposed controls vary depending on the combination of selections between CPU/GPU, Interactive/Production, and Progressive/Bucket options. Changing the Quality preset from the Render rollout sets a number of options with appropriate values for the selected preset. Generally, the Quality presets will work for a wide variety of scenes and you do not need to adjust the settings any further.
Quality
The Quality settings are only available when the Interactive Renderer is turned off. The Shading Rate option is not available when using the GPU engine.
Noise Limit – Specifies the acceptable level of noise/grain in the rendered image. The smaller the number, the higher the quality (less noisy) the image is.
Time Limit (minutes) – Specifies t he maximum render time in minutes. When this number of minutes is reached, the renderer stops. This is the render time for the whole frame; it includes any GI prepasses like light cache, irradiance map, etc. If this is 0.0, the render is not limited in time.
Bucket Size – Determines the bucket (render region division) size, measured in pixels. Buckets rendered by NVidia GPU devices are always produced with a minimum size of 32 pixels.
Min Subdivs – Determines the initial (minimum) number of samples taken for each pixel. This value rarely needs to be higher than 1, except in the case of very thin lines or fast-moving objects combined with motion blur. The actual number of samples taken is the square of this number. For instance, a value of 4 subdivisions produces 16 samples per pixel.
Max Subdivs – Determines the maximum number of samples taken for a pixel. The actual number of samples taken is the square of this number. For instance, a value of 4 subdivisions produces 16 samples per pixel. Note that V-Ray may take less than the maximum number of samples if the difference in intensity of the neighboring pixels is small enough.
Shading Rate – Controls how many rays will be used for calculating shading effects (e.g. glossy reflections, GI, area shadows, etc) instead of anti-aliasing. Higher values mean that less time is spent on anti-aliasing, and more effort is put in the sampling of shading effects.
Interactive Off and Progressive On Advanced UI
Interactive Off and Progressive Off Advanced UI
Antialiasing Filter
Antialiasing Filter – Enables or disables anti-aliasing.
Size / Type – Controls the strength of the anti-aliasing filter and the type of anti-aliasing filter to use. See the Antialiasing Filter example below.
Example: Antialiasing Filter
Here is an example briefly demonstrating the effect of different anti-aliasing filters on the final result.
Note that rendering with a particular filter is not the same as rendering without a filter and then blurring the image in a post-processing program like Adobe Photoshop. Filters are applied on a sub-pixel level, over the individual sub-pixel samples. Therefore, applying the filter at render time produces a much more accurate and subtle result than applying it as a post effect. The zoomed in images below have been zoomed in and cropped 300%.
Filtering is off.
Lanczos filter, size 2.5
Triangle filter
Sinc Filter, size 2.5
Box Filter, size 2.5
Area filter, size 2.5
Catmull-Rom
Cook Variable, size 2.5
Gaussian, size 2.5
Color Mapping
Subpixel Clamp – Specifies the clamping level for the color components.
Highlight Burn – Selectively applies exposure corrections to highlights in the image. The Highlight Burn parameter in the VFB can be used for non-destructive color edits instead.
Note that changing the value leads to render elements that can’t be composited together to produce the RGB/Beauty image. This is the reason why we recommend that the parameter is set to 1.
Optimizations
Some of the options are different when the Render Engine is set to GPU.
Adaptive Lights – Number of lights from the scene that are evaluated by V-Ray when the Adaptive Lights option is enabled. Lower values make the rendering go faster, but the result is potentially noisier. Higher values cause more lights to be computed at each hit point, thus producing less noise but increasing render times.
When enabled, V-Ray chooses at random the specified number of lights and evaluates only those for the rendering, thus speeding up render time. This option can introduce a visible degree of additional noise, but it makes it possible to render images that would otherwise take a very long time.
Max Trace Depth – Overrides globally the reflection and refraction depth (number of ray bounces/refractions). When this is disabled, the depth is controlled locally by the materials/maps. When enabled, all materials and maps use the depth specified here. If GPU is the render engine, it limits the reflection and refraction trace depth.
Opacity Depth – Controls to what depth transparent objects are traced.
Max Ray Intensity – Specifies the level to which all secondary rays are clamped.
Secondary Ray Bias – A small positive offset that is applied to all secondary rays; this can be used if you have overlapping faces in the scene to avoid the black splotches that may appear.
Blue Noise Sampling – Enables an optimization that in the general case leads to better noise distribution with fewer samples.
Embree – Enables the Intel Embree raycaster. Note: The Embree raycaster derives its speed from the usage of single-precision floating-point numbers, whereas the standard V-Ray raycaster selectively uses double precision. This lower precision of Embree may lead to artifacts in some scenes with very large extents.
Conserve Memory – Embree uses a more compact method for storing triangles, which might be slightly slower but reduces memory usage.
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