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The following examples have the coordinates system set to camera space.
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The following examples have the coordinates system set to relative space.
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Example: Re-texturing in composite
Using the Sampler Info Render Element it is possible to apply a new texture to an already rendered still or sequence via setting its type to UVW coordinates. This then enables the creation of what effectively amounts to a new Diffuse Filter Render Element which can then be used in a composite, enabling a change of texture to be easily made. It is worth noting that any UV stretching on the model will carry through into the UVW pass created by Sampler Info as can be seen in the examples below.
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Unclamped Color
The Unclamped Color Render Element is a color image that shows colors and textures at their unclamped values, which can be helpful when the render itself is clamped within a particular range.
Overview
The Unclamped Color Render Element stores the image's colors and textures with colors that have not been clamped. A number of settings and parameters in V-Ray clamp (limit) colors so they fall within a particular range. This render element provides the unclamped version of the image.
This render element is useful in the compositing process for enhancing extreme colors (very bright or very dark).
Examples
V-Ray Render Options
The OptionRE render element affects the output of other render elements by giving access to a number of otherwise hidden options.
Overview
The OptionRE render element is a special render element that controls some internal settings for V-Ray that are otherwise inaccessible. This render element does not generate an image or data itself, but rather controls other render elements.
Parameters
The following options are accessible through the the SettingsRenderChannels plugin plugin.
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However this might be undesirable, especially in cases with a single object that is a complex shape (i.e. one VRayProxy object that represents a large portion of the scene environment). In this case, setting this parameter to By Z-depth causes V-Ray to separate the deep fragments based on the similarity of their z-depth values, rather than to which object they belong.
Possible values are:
Fancy Bullets - 0 - by render ID - Deep fragments within a pixel are merged based on the objects to which they belong (i.e. objects are differentiated based on their render ID as it appears in the render ID element).
- 1 - by Z-Depth - Deep fragments within a pixel are merged based on the similarity of their z-depth values. Use the deep merge deep_merge_coeff parameter to control how close fragments need to be in order to merge them.
- 2 - none
deep_merge_coeff - Determines the z-depth blending sensitivity when deep_merge_mode is 1.
V-Ray Denoiser
The Denoiser Render Element removes noise from other render elements and saves its results in a few different ways.
Overview
The Denoiser takes an existing render and applies a denoising operation to it after the image is completely rendered out via normal means. The denoising operation detects areas where noise is present and smooths them out.
Because the Denoiser operates on other render elements (such as Beauty | RGB_Color) rather than being part of the rendering process itself, the denoising operation does not require rerendering of the scene. The Denoiser settings can be quickly changed and tested over and over to improve the result.
The Denoiser has three preset options for its settings; Default, Mild, and Strong. Parameters can also be adjusted directly by selecting the Custom preset.
When rendering, the Denoiser automatically adds a few render channels in the V-Ray frame buffer which are required by the denoising algorithm. Some of them are standard render channels like the diffuse filter color, the reflection filter color etc. A few special channels are also generated:
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