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The options in this section affect the overall performance of the displacement function when 3D mapping or Subdivision is selected as the Type.

Tight bounds – When enabled, V-Ray tries to compute the exact bounding volume of the displaced triangles from the original mesh. This requires presampling of the displacement texture, but the rendering is faster, if the texture has large black or white areas. However, if the displacement texture is slow to evaluate and varies a lot between full black and white, it may be faster to turn this option off. When it is off, V-Ray assumes worst-case bounding volumes, and does not presample the texture. Note that this option affects only the 2D mapping (landscape) and 3D mapping modes; with the Subdivision method, V-Ray always computes the exact bounding volume and this parameter is ignored.

Pre-tessellated – When enabled, the displacement geometry is pre-compiled into an acceleration structure at the beginning of the rendering and remains there until the end of the frame. This can speed up the rendering but increases the memory usage.

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When rendering on the GPU with displacement, all geometry is pre-compiled.

Cache normals – When this option is enabled, V-Ray generates and saves information about the normal of each newly generated vertex. This requires additional memory but speeds up the shading calculations during rendering.

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 This option is always on when rendering on the GPU. Enabling this option is not recommended with low displacement settingsV-Ray GPU always caches normals when rendering Subdivision displacement.

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