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 – User setup 1 - Draft – Progressive Image Sampler; Sample Limit - 500; Noise threshold - 0.3; Light Cache subdivs - 300; Retrace - 2; Denoiser - NVidia AI Denoiser; Rays Per Pixel - 1; Undersampling - 4. 2 - Fast – Progressive Image Sampler; Sample Limit - 1000; Noise threshold - 0.1; Light Cache subdivs - 500; Retrace - 3; Denoiser - NVidia AI Denoiser; Rays Per Pixel - 1; Undersampling - 3. 3 - Balanced – Progressive Image Sampler; Sample Limit - 2000; Noise threshold - 0.01; Light Cache subdivs - 1200; Retrace - 4; Denoiser - None; Rays Per Pixel - 4; Undersampling - 1. 4 - Pretty – Progressive Image Sampler; Sample Limit - 5000; Noise threshold - 0.005; Light Cache subdivs - 2000; Retrace - 8; Denoiser - None; Rays Per Pixel - 16; Undersampling - 0. 5 - Ultra – Progressive Image Sampler; Sample Limit - 5000; Noise threshold - 0.001; Light Cache subdivs - 3000; Retrace - 8; Denoiser - None; Rays Per Pixel - 16; Undersampling - 0. Camera Settings Auto Correction Mode – Specifies which camera to use the automatic exposure and white balance setting. All cameras - Auto correction will be applied to all cameras in the scene. Cameras without exposure only - Auto correction will be applied to all Unreal cameras (Camera and CineCamera) and only VRayPhysicalCamera actors in the scene with Enable Exposure disabled.
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. 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. Samples 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. NEW - Use Bucket Rendering – Sets the image sampler to use "Buckets" for rendering which takes a variable number of samples per pixel depending on the difference in the intensity of the pixels. Bucket rendering can be used only when Interactive and Enable Viewport Rendering are disabled. |
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. Lights NEW - Sky Capture Resolution – Specifies the resolution at which the scene will be captured and used for lighting by Unreal's Sky light if one is present in the level. NEW - Skylight Threshold Excludes Static Meshes – When enabled static mesh actors will not be captured and will not contribute to the lighting of the scene. Only Sky Atmosphere, Atmospheric fog and Exponential Height fog will be captured. Shadow Bias – A global parameter for lights. This value moves the shadow toward or away from the shadow-casting object (or objects). Higher values move the shadow toward the object(s) while lower values move it away. If this value is too extreme, shadows can "leak" through places they shouldn't or "detach" from an object. Materials Fallback Material – Specifies what material to be used at render time for unsupported materials. If the slot is empty actors that have unsupported materials assigned will be rendered transparent. Fallback Material only works with VRayMaterialInstances, VRayMtl, VRayPBRMtl, VRayCarpaintUberMtl. |
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