Bunch of Question (updated Vray)

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Bunch of Question (updated Vray) // New Users

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Post by andras // Aug 20, 2008, 2:26am

andras
Total Posts: 111
Hi Everybody!


Nowadays I am testing the new updated TSvray and I have a lot of questions.


1. Where can i see the "render time" ?

2. How can i simulate the "Sun" (the Sky dont cast shadows and instead I use Infinite light, but! the shadow edge of this light is not blury ...for example: yafaray has a Sunlight (Infinite light) with angle(blure) velue. So now I use Spot just the probleme is that the shadows are not paralel.

3. In Spot features --Does the Advanced feature instance to Real Time or Vray as well?

4. What does "Hue" value mean ? (light)

5. What does "Exponent" mean ? (vray materials)

6. Ehat are the differences between Bump and Normal Map ?


7.

And One serious probleme: The Glass

The Glass (Fresnel) Shader is very very slow. Deas somebody suggest an perfect fast setting for Glass shader? For example I compare these with Kerkythea and Kerkythea"s Glass is very fast. Matbe that is fake but can show unbeliveable apearance.


8.

How can I make walktrough?


Sorry for many question...I hope somebody can help me.


Regards

Andras

Post by brotherx // Aug 20, 2008, 2:49am

brotherx
Total Posts: 538
pic
For 1. Don't think there is a render time.

For 3, have you tried the transparent shadows in the render settings?


for 4, see this link: http://en.wikipedia.org/wiki/Hue

for 6, see these links:

http://en.wikipedia.org/wiki/Normal_mapping

http://en.wikipedia.org/wiki/Bump_mapping


Edit: Attached image in rendered in VRay. I was experimenting with glass and lighting with VRay. This uses GI and HDRI and takes about 10 minutes to render. it has a single Ambient light and a spotlight in the scene and uses caustics as well at high quality settings. This was done on a Core2 3Ghz (my office PC)

Post by TomG // Aug 20, 2008, 5:26am

TomG
Total Posts: 3397
1. No estimate of remaining render time is given (such things are wildly inaccurate anyway, unless your scene is incredibly uniform)


2. There is a light type like spotlight but rays are parallel (directional light maybe though I can't recall right away). You can also use all other existing techniques for making sunlight - a group of infinites at slightly different angles; a group of locals close together; etc. There's no specific sunlight light type though.


3. These are real-time only, the Advance settings in spotlights, primarily relating to real-time shadow casting.


4. Not sure where you see the Hue, could you post screengrab?


5. Exponent is part of the specular settings - Specular controls the brightness of the specular highlight; exponent controls the size of the specular highlight (larger values mean smaller, sharper specular highlights).


6. Bump map fakes the "raising or lowering" of a point higher or lower on the surface, but does not adjust the direction of the normal. This lets you use a greyscale map to simulate surface detail. Normal maps adjust the direction of the normal on the surface, again adjusting how it responds to light and letting you simulate surface detail. These are three color maps (r,g,b corresponding to x,y,z directions in space). Normal maps generally give a more "accurate" look but are not so easy to "paint" as a result.


7. Not sure if Kerkythea's glass includes Fresnel effects. Fresnel adds greatly to calculation times. Every render engine is different in terms of just what it does for glass. There are many settings for glass too, such as ray depth etc, that control just how many calculations the render engine will do, controlling those settings will help balance speed versus results (see the manual for full information). Those too could have an effect when comparing one engine to another (depends on the default settings for each). If you don't need Fresnel effects, use just the plain Glass shader.



8. Add a camera, then animate the camera, then with the camera selected and looking through it, render out an animation sequence, this will give you a rendered walkthrough of a scene.


HTH!

Tom

Post by Jack Edwards // Aug 20, 2008, 1:53pm

Jack Edwards
Total Posts: 4062
pic
Couple of comments:

Ambient light doesn't render in VRay. It's a DX light type only.

Directional light renders the same as Infinite light in VRay as far as I can tell.

You can get softer shadows by using the Soft Shadow checkbox in the VRay settings. A higher samples setting increases the accuracy and sharpness of the shadows, while the size setting increases the blur radius. For sharper shadows use a smaller blur size and higher samples. Best settings are likely somewhere around 1.0 size and 180 samples.

Hmm.... looks like Soft Shadows isn't working on infinite lights... :( Could be a bug. To simulate an infinite light you can set an omni light to have no distance fall off (attenuation) then move it a large distance away.

The glossy shader can make some nice looking milky glass so don't restrict yourself to just the fresnel shader. ;)

Transparent Shadow setting causes the shadows to be colored by the material that they pass through and it good for stainglass window effects.

Post by brotherx // Aug 20, 2008, 10:50pm

brotherx
Total Posts: 538
pic
ah. omni-light. that's the one I used. my bad.
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