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Interactive – Toggles between interactive and production rendering. Features such as Light cache and on-demand mipmapping are not supported in interactive mode.

Lock Render Camera/View – When enabled, locks the render camera from Render from Camera/View.

Render from Camera/View – Specifies the view to render from when the V-Ray render button is clicked.

Viewport Renderer Settings

Enable Viewport rendering – Toggles the render to be outputed in Unreal's viewport or in the VFB. Unreal's tone mapper post process effects and post process materials will be applied to the rendered image in the viewport.

Min samples per pixel – Minimum number of path per pixels to be reached before displaying the current render output.

Min renders pass –Minimum number of passes to be reached before displaying the current render output.

Max update time – maximum period of time before the current render output is displayed. This may be used to force image update if the number of samples or number of renders pass takes too long to get up to a predefined threshold.

Lock Image Aspect – When enabled, locks the X value and scales the Y according to the viewport size.

Resolution – Sets the output resolution for rendering.

(plus) NEW - Presets: 640 x 480 (4:3); SD 540 (16:9); HD 720 (16:9); FullHD 1080 (16:9); QuadHD 1440 (16:9); UltraHD 4k (16:9); 1k Square (1:1); 2k Square (1:1); 3k Square (1:1); 4k Square (1:1); A4 150dpi; A3 150dpi; Custom

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If Enable Viewport rendering is checked the active viewport resolution will override the Resolution values.

Export VRScene – Enables the export of a .vrscene file when the V-Ray render button is clicked.

Export VRScene Path – Directory where the .vrscene file is saved with the file name output.vrscene. Default directory is <Project_Path>

Compress – Compresses geometric information when Export VRScene is enabled, thus making the resulting .vrscene file is smaller.

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Utilization

Low GPU Thread Priority – When enabled, V-Ray will try to lessen the load on GPUs working on displaying graphics to the monitor(s). This frees more resources to complete other processes and tasks for the OS. This is done by internally using a lower value for Ray bundle size for those GPUs with attached displays (Rays per pixel is still the same for all GPUs). This can affect the overall performance, and the render speed might be reduced. It is recommended to utilize a separate GPU for the display, if possible.

Undersampling – When enabled, IPR starts rendering the image at a lower resolution in order to speed up the initial preview. Later the image is rendered at its final resolution. The higher the value the lower resolution will be the initial preview.

Rays Per Pixel – The number of rays that are traced for each pixel during one image pass. The greater the value, the smoother the picture from the very beginning of the rendering with GI, but interactivity might be significantly diminished. Increasing this value also reduces the amount of data transferred from the render servers back to the client machine.

Rays Bundle Size – Controls the number of rays that are sent to the V-Ray render servers for processing. When using distributed rendering, smaller sizes cause more frequent client-server communication with smaller network packets, thus decreasing the speed of the renderer but increasing the interactivity. Conversely, larger values increase the render speed, but decrease interactivity. Note that this number is not the exact amount of rays, but is proportional to it. It is not recommended to increase this value beyond 512.

Trace Depth – The maximum number of bounces that will be computed for reflections and refractions. The individual material reflection/refraction depth settings are still considered, as long as they don't exceed the value specified here.

(plus) NEW - Dynamic Memory Limit (in GB)– The total RAM limit in GB for the dynamic raycasters which store dynamic geometry like displacement, VRayProxy objects. Note that the memory pool is shared between the different rendering threads. Therefore, if geometry needs to be unloaded and loaded too often, the threads must wait for each other and the rendering performance suffers. This is set to 0 by default to remove any limit, allowing V-Ray to work with as much memory as needed.

Textures

Mode – Determines how texture resolution and size will be handled to help optimize memory usage.

Full-size – Textures are loaded at their original size.

Resize – Adjusts the size of high-resolution textures to a smaller resolution in order to optimize render performance. The GPU engine will load as much texture tiles on the GPU as it can, then swap the ones that are needed between GPU RAM and CPU RAM.

On-demand – Instead of loading all the texture files at their default resolution (original or resized), V-Ray will load the textures as needed and will automatically create mip-map tiles for them (regardless of their texture type). As a result, the GPU memory consumption could be decreased; textures that are not visible will not be loaded, and textures that are further away from the camera will be loaded with lower resolution.

Max Size – When the Mode parameter is set to Resize, this value specifies the resolution to which textures will be resized.

Distributed Rendering

On – Enables or disables distributed rendering for V-Ray for Unreal. Use the Render Servers list to specify the machines that will be used for distributed rendering.

Use Local Host – When enabled, the client machine (the one from which the user initiates the DR render) will also take part in the rendering calculations. If disabled, the client machine only organizes the DR process, sends rendering tasks to the render servers and displays the final result.

Render Servers – Specifies the render servers. Click the + button to manually add a server by entering its IP address or network name followed by its port number (default is 20207) (e.g. 127.0.0.1:20207)

Maximum cached asset size (in GB) – This option specifies the maximum assets cache size limit in GB on the render machines. When the size of the assets on a render server exceeds the specified amount, least recently used assets are automatically deleted at the end of each render until the folder size is less than the limit.

 

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We recommend to enable Low GPU Thread Priority if you have only one graphics card. The render time will increase but you will have a more responsive viewport.

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