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Instructor: Syed Arif Hussain

V-ray is a rendering engine that uses advanced global illumination techniques like path tracing, photon mapping, and irradiance maps to produce photorealistic renderings. It was developed in 1997 in Bulgaria and is preferable to standard renderers as it can more accurately simulate real lighting effects. V-ray allows for options like single-sided or double-sided lights, light intensity normalization, inverse square light fall-off, using skylights, self-illuminated panels, or VRayLights, and combined sampling of area lights to reduce noise.

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0% found this document useful (0 votes)
42 views

Instructor: Syed Arif Hussain

V-ray is a rendering engine that uses advanced global illumination techniques like path tracing, photon mapping, and irradiance maps to produce photorealistic renderings. It was developed in 1997 in Bulgaria and is preferable to standard renderers as it can more accurately simulate real lighting effects. V-ray allows for options like single-sided or double-sided lights, light intensity normalization, inverse square light fall-off, using skylights, self-illuminated panels, or VRayLights, and combined sampling of area lights to reduce noise.

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Instructor: Syed Arif Hussain

WHAT IS VRAY?
V-ray is a rendering engine that is used as an extension of certain 3D
computer graphics software.
The core developers of V-Ray are Vladimir Koylazov and Peter Mitev
of Chaos Software production studio established in 1997, based
in Sofia , Bulgaria.
It is a rendering engine that uses advanced techniques, for
example global illumination algorithms such as path tracing , photon
mapping , irradiance maps and directly computed global illumination.
The use of these techniques often makes it preferable to conventional
renderers which are provided standard with 3d software, and
generally renders using these technique can appear more photo-
realistic, as actual lighting effects are more realistically emulated.
Single-sided vs Double-sided lights
This example demonstrates the difference
between a single-sided and a double-sided planar area light:

Double-sided is off Double-sided is on


Size of lights, shadows and intensity
In the above images, the light appears to be of constant intensity. This is because the Normalize
intensity option was turned on. This is what the three images look like with Normalize
intensity off (the default). Larger luminaires have larger surfaces, which means that they emit
more light. Note that the light multiplier had to be adjusted compared to the previous three
images in order to produce similar light intensity; however, it is the same multiplier for all three
images.
Real-world lights have inverse square falloff
The following images demonstrate the No decay parameter. In the real world the light sources
attenuate with the inverse square of the distance from the light to the shaded surface. However
you can disable light decay to achieve behavior similar to the standard 3ds Max lights. The
settings for the light source the same for both images with the exception of the Decay parameter:
Skylight,self illuminated panels and VRayLights
Here is an example of a simple room where the light comes from the environment. The
scene was rendered in several different ways:

- with just environment skylight with irradiance map as a primary engine;


- with a self-illuminated panel at the window, again with the irradiance map as a
primary engine;
- with a VRayLight at the window and the irradiance map as a primary GI engine;
- with just environment skylight but with brute force GI as a primary engine.

In all cases, the Light cache was used as a secondary GI engine. The environment, the
self-illuminated panel, and the VRayLight all have the exact same color and multiplier.
Environment light (skylight) only Self-illuminated panel at the window

VRayLight at the window Environment light only and brute force G


As you can see, all methods produce the same light distribution, but there is a
difference between render times and quality.
 
In the first two cases, we rely on the irradiance map to capture the lighting coming
from the window. The result is very similar, as well as the rendering times. Since the
irradiance map is a blurry method, the shadows come out a little blurred. Although we
can reduce the blurring by using higher irradiance map settings, this will cost us
additional render time.
 
In the third case, since we use a VRayLight, the shadows come out very sharp and nice,
and the rendering time is reduced. This is because the irradiance map was calculated
much faster - in the previous two cases, it had to trace a lot of rays to sample the
window accurately.
 
In the fourth case, we used brute force GI instead of the irradiance map. This produces
sharp shadows too, since the brute force GI is a non-blurry GI method. However,
render time has increased quite a lot.
 
In this exampe, using a VRayLight produces the best result in the shortest time.
However, if you need to have many lights, this method can become quite slow, since
every single light needs to be sampled.
Combined sampling of area lights
This example demonstrates combined sampling of area lights with direct and indirect
lighting in V-Ray. AMesh light is shown here, but the same principle applies in varying
degrees to all other modes of theVRayLight. It is also valid for VRayLightMtl
 materials with the Direct lighting option on.

Direct illumination only - Only GI - areas away Direct illumination and GI -


areas close to the light are from the light are noisy, combined sampling - both
noisy, while areas far from while areas close to the areas close to the light and
the light are smooth. It will light are smooth. It will areas away from it are
take a lot more samples to take a lot more samples to smooth.
clear the noise. clear the noise

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