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Quick Settings

Quality Presets – A slider for a set of presets. When changing the preset from the drop-down menu, the values of the overall settings also change.

0 - Custom; 1 - Draft; 2 - Fast; 3 - Balanced; 4 - Pretty; 5 - Ultra

Camera Settings

Auto Correction Mode – Specifies which camera to use the automatic exposure and white balance setting.

All cameras
Cameras without exposure only

Auto Exposure – Automatically determines an appropriate exposure value for the render. It requires Light Cache to be set as a GI engine and Interactive turned off.

Auto White Balance – Automatically determines a suitable white balance value for the image. It requires Light Cache to be set as a GI engine and Interactive turned off.

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Auto Exposure and Auto White Balance work only when using Light Cache as GI solution.


Render Settings

Time Limit (Minutes) – Specifies the maximum time (in minutes) for refining the image.

Noise Limit – A threshold that determines when to stop refining a pixel. Higher values allow more noise in the image, but the render is faster. Lower values help reduce the noise, but take more time to render. A value of 0.0 traces the entire image unconditionally.

Sample Limit – Specifies the maximum number of samples per pixel for refining the image. V-Ray performs adaptive sampling on the image, trying to put more samples into areas with more noise.

Global Illumination

GI Engine – Specifies the type of secondary engine. Note that Brute force is always used as a primary engine.

None – Disables calculations of GI. Only direct illumination will be calculated.

Brute Force

GI Depth – The number of bounces for indirect illumination.

Light Cache

Subdivs – Determines how many paths are traced from the camera. The actual number of paths is the square of the subdivs (the default 500 subdivs mean that 250,000 paths will be traced from the camera).

Sample Size – Controls the size of the individual light cache samples.

Retrace – Enables retracing of GI near corners. This helps prevent light leaks and flickering. The value specifies the extent to which GI near corners is retraced instead of being read from the light cache. A value of 0.0 disables retracing. A value of 2.0 is good for still images. Higher values will result in more rays traces at render time.

Environment – Specifies which VRaySettingsEnvironment blueprint will be used at render time for environment overrides. Blueprint must be picked from the level and assigned using either the drop-down list or the picker.

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VRay CUDA GPU Device Select

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You may not want to use all available GPU devices for rendering, especially if you have multiple GPUs and you want to leave one of them free for working on the user interface or you may want to combine your CPU and GPU together. Enable the desired render device by ticking the checkbox.
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VRay Render Elements

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Denoiser – A render element that progressively applies a denoising operation to the image. The denoising operation detects areas where noise is present and smooths them out.

None – No render element will be generated.

V-Ray Denoiser – V-Ray's denoising algorithm.

NVIDIA AI Denoiser – V-Ray's integration of NVIDIA's AI-based denoising algorithm. The NVIDIA AI denoiser requires an NVIDIA GPU to work.

VRay Render Elements

Beauty – The Beauty Render Elements are the primary render elements that form V-Ray's pre-composited final render Beauty (RGB_Color).

Filters – Shows only the selected set of channels in the render, disregarding any backgrounds, textures, etc.

Masks – Provides a variety of Render Elements to be used as masks in the compositing process.

Coordinates – The Coordinates Render Elements are based on the scene geometry, but serve different purposes.

Light Select – Stores direct lighting information from user-selected lights in the scene; can also be limited to the light's raw, diffuse, or specular contribution.

Utilities –This group of Render Elements can be used for troubleshooting purposes.

Custom – You can add any of the render channels again from the Custom option, allowing you to use it with a different setup.

For more information on the V-Ray Render Elements, see the Render Elements page.

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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.

 

Choosing Which Devices to Use for Rendering

You may not want to use all available GPU devices for rendering, especially if you have multiple GPUs and you want to leave one of them free for working on the user interface or you may want to combine your CPU and GPU together. To do this, you can use the supplied GUI tool, which you can find here:

Windows: Start Menu > Programs > V-Ray for Unreal > Select devices for V-Ray GPU rendering:

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After changing this option, you need to restart Unreal Engine, Epic Launcher and any Standalone DR servers (if any are running) for the changes to take effect. If the Standalone DR server is running as a service, you may need to restart it.

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