Instructor: Muddasir Shah
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
Double-sided is off Double-sided is on
This example demonstrates the difference
between a single-sided and a double-sided planar area light:
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.
Self-illuminated panel at the windowEnvironment light (skylight) only
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 -
areas close to the light are
noisy, while areas far from
the light are smooth. It will
take a lot more samples to
clear the noise.
Only GI - areas away
from the light are noisy,
while areas close to the
light are smooth. It will
take a lot more
samples to clear the
Direct illumination and GI -
combined sampling - both
areas close to the light and
areas away from it are
smooth.

Lecture Vray Rendering

  • 1.
  • 2.
    WHAT IS VRAY? V-rayis 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.
  • 3.
    Single-sided vs Double-sidedlights Double-sided is off Double-sided is on This example demonstrates the difference between a single-sided and a double-sided planar area light:
  • 4.
    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.
  • 5.
    Real-world lights haveinverse 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:
  • 6.
    Skylight,self illuminated panelsand 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.
  • 7.
    Self-illuminated panel atthe windowEnvironment light (skylight) only VRayLight at the window Environment light only and brute force G
  • 8.
    As you cansee, 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.
  • 9.
    Combined sampling ofarea 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 - areas close to the light are noisy, while areas far from the light are smooth. It will take a lot more samples to clear the noise. Only GI - areas away from the light are noisy, while areas close to the light are smooth. It will take a lot more samples to clear the Direct illumination and GI - combined sampling - both areas close to the light and areas away from it are smooth.