Wednesday, 27 April 2011

Vray Performance Tweaks

From a PDF I found while clearing out some stuff on my computer.

Two types of geometry - static and dynamic:
  • Static is precompiled and will use as much memory as possible
  • Dynamic is loaded and unloaded, memory can be limited.
Static objects:
  • Fastest to render
  • When selected as the default, all standard object types will be treated as static
  • Purpose built dynamic objects (V-Ray displacements, fur, meshes etc.) will always be treated as dynamic
  • Uses the most memory, no limits to the amount it will use
  • The least stable of the geometry types
Dynamic objects:
  • Middle ground between speed and memory use
  • When selected as the default geometry V-Ray will treat any static geometry as dynamic as best it can
  • Dynamic objects are subject to the dynamic memory limit, that can be set by the user
  • The dynamic memory limit limits the amount of memory the threads use when rendering
  • Generally the limit should be between ½ and ¾ of the total system memory
  • Memory must be kept free for other max & system processes
  • It is a delicate balancing act
Proxy objects:
  • Are completely dynamic
  • Subject to the dynamic memory limit no matter which default geometry setting is picked
  • Geometry from V-Ray meshes are loaded and unloaded as and when required, to save memory
  • Because of the constant loading and unloading the speed of the render suffers
  • Slowest to render
  • Most stable of geometry types
  • Huge models can be rendered
  • V-Ray meshes need to be setup before render time
Other memory tweaks:
  • To help prevent getting bitmap errors, when using lots and/or large textures, use the bitmap pager inside 3ds max
  • To save memory turn off the frame buffer when rendering
  • If you need the frame buffer on during rendering, use the V-Ray frame buffer as this is far more stable than max's own
  • For very large renders try and use vrimg files, a very stable raw image format than can be converted to .exr for loading into photoshop
Irradiance map min/max settings:
  • Min/Max rates heavily affect the quality of the final irradiance map
  • Min/Max rates also affect the time the irradiance map takes to compute
  • Irradiance maps are resolution dependant
  • Min/max rates differ for various render sizes

Min/max rates and speed:
  • Irradiance maps are made up of points, that hold illumination data, V-Ray interpolates between these points to create the final illumination solution
  • V-Ray places more points in areas that need more samples and less points in areas that need less samples
  • In order for V-Ray to complete the process efficiently it needs to run several passes, determined by the Min/Max rates
  • The difference between the Min/Max rate values determines how many passes will occur and the resolution of each pass
  • Providing V-Ray with more passes enables it to make a better judgement as to where to place points
  • Increasing the passes lowers the render time up to a point
Min/max rates and quality:
  • Renders of differing sizes require different Min/Max rates
  • Smaller images require higher Min/Max rates, Larger images require smaller Min/Max rates, for renders of comparable quality
  • Do not fall into the trap of increasing HSph subdivs and Interp samples unnecessarily, they can increase the render times dramaticaly

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