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When Out-of-core (WIP) is enabled, V-Ray GPU will exclude the C++/CPU device from rendering by design

Use System Memory for Textures – Lowers GPU memory usage significantly by offloading textures to system memory with little impact on performance. This option speeds up GI build-up and eliminates the risk of errors caused by memory insufficiency. Not compatible with On-demand, Compressed, and Resized textures.

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When the engine is set to V-Ray GPU, a number of options are exposed in the rollout.

Engine – Allows you to choose between the V-Ray and V-Ray GPU engines.

GPU Engine – Specifies which GPU platform to use for calculations - CUDA or RTX.

Rendering Devices – This button opens a window where you can specify which GPU devices are used for rendering. See more information at Rendering with V-Ray GPU.

GPU Resize TexturesDetermines how textures' resolution/size are handled to help optimize memory usage. The possible values are:

Full size texturesSize Textures – Textures are loaded at their original size.
Resize all texturesTextures Adjusts the size of high-resolution textures to a smaller resolution to optimize render performance.
On-demand mipmappingMipmapping – Instead of loading all the texture files at their default resolution (original or resized), V-Ray loads the textures as needed and automatically creates mip-map tiles for them, regardless of their texture type. As a result, the GPU memory consumption is decreased; textures that are not visible are not loaded, and textures that are further away from the camera are loaded with a lower resolution. During the texture-detection process, V-Ray GPU renders slower. Once it detects that all textures are loaded, it switches automatically to the traditional, faster mode, and a message about modes changing displays in the V-Ray log. This option is not available in Interactive Rendering Mode.
Compressed – Compresses the textures to optimize performance. Compression results in roughly a 75% reduction in memory usage. In some situations, VRayBitmaps cannot be compressed, such as when a bitmap is used both as a normal/bump map and a color map; when a bitmap is used as a displacement map; when a bitmap is used for lens effects. This option is not supported on macOS.

GPU Texture SizeWhen GPU Resize Textures is enabled, this value specifies the resolution to which the textures are resized.

GPU Texture FormatThe amount of bits per channel used to store the material texture information into memory. You can choose between 8 bit, 16 bit,and 32 bit. This does not affect textures used for lights and displacement.

Out of Core (WIP) – Enables an experimental feature for evicting triangle meshes out of the GPU memory when they are no longer needed in order to make room for other resources. The feature is enabled once the renderer runs out of memory.

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Image Sampler

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Overall image sampling - Raytrace renders, like V-Ray, shoot rays out from the camera to sample what is found in the scene to help determine what color each pixel is in a rendered image. The settings used to adjust how V-Ray does this, and the relationship between pixels in the render can be found on the Image Sampler (Anti-Aliasing) page.

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