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This page provides an overview of the Common tab of the VRayRenderer node.

 

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Overview

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The Common tab of the VRayRenderer provides access to image filtering and Antialiasing options that are the primary means of render quality and speed control for V-Ray. As well, Caustic light calculation, such as light bending through glass, can be enabled here.

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Scanline – The default scanline CPU engine is used.  If the Use GPU option is turned on - the GPU render engine will be used for for scanline stripe 'bucket' rendering.

Progressive Progressive CPU – The CPU progressive engine is used. This engine does not require a graphics card and supports many of the regular V-Ray renderer features, including procedural textures and complex materials. Progressive OpenCL – A If the Use GPU option is turned on a GPU progressive engine based on the NVIDIA CUDA platform will be used.

Use GPU – Switches between CPU and GPU render engine. The GPU engine OpenCL is used. This engine uses graphics cards that support OpenCL and can be very fast depending on the hardware, but has somewhat limited abilities with regards to shaders. The OpenCL and CUDA engines have the same set of capabiltities, but for NVIDIA GPUs it is recommended to use the CUDA engine. Progressive CUDA – A GPU progressive engine based on the NVIDIA CUDA platform. This engine uses NVIDIA graphics cards that support CUDA and is the recommended engine for NVIDIA GPUs. Like the OpenCL engine, it It can be very fast depending on hardware, but has limited abilities with regards to shaders.  .

Restart – Restarts the rendering while in Progressive render mode.

Texture Filter Type – Used to select the filtering algorithm to use when remapping pixels from their original positions to new positions. This can help avoid problems with image quality, particularly in high contrast areas of the frame, where highly aliased or jagged edges may appear if pixels are not filtered and retain their original values.

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