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  • Utilization
    • Low GPU Thread Priority - When enabled, V-Ray will try to lessen their use of GPUs working on displaying graphics to the monitor(s) in order to give them more resources to complete other processes and tasks for the OS. This is done by 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 overall performance, and the render speed might be reduced. It is recommended to utilize a separate GPU for the display, if possible.
    • 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 sizes increase the speed of the renderer 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 - Represents the maximum number of bounces that will be computed for reflections and refractions. The individual material reflection/refraction depth settings are still considered, so long as they don't exceed the value specified here.
  • Textures
    • Mode - Determines how textures' resolution/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 Mode parameter is set to Resize , this value specifies the resolution to which the textures will be resized.
  • Distributed Rendering
    • On - Enables or disables distributed rendering for V-Ray for Unreal. Use the Render Servers list to specify machines that will be used for distributed rendering.
    • 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 20206) (e.g. 127.0.0.1:20206)
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Note

We recommend to use 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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Choosing Which Devices to Use for Rendering

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