Jul 14

Recently Ryan Lintott and I went to a VRay training seminar by the man himself Vladimir Koylazo (one of the makers of VRay) who went through a number of facets of VRay including a step by step way of breaking down your render settings into logical steps to get the best combination of quality and speed. I thought this was just too gooder process not to share so have decided to put together the following tutorial taking people through these steps he explained so VRay will hopefully become less complicated, and so you can better critique what is happening within your scenes.

The real core of this is every scene is different and has different requirements in terms of detail resolution and Global Illumination. There are many settings posted on the web (I have done a few myself) outlining suitable settings for VRay, and much debate over which setting is best. The truth is it changes from scene to scene and although there are definitely some standards you could stick to (we have reasonably successfully in the past years at Squint Opera) if you really want quality shadow detail while remaining at a quick render time, it makes sense to progress through a more analytical approach where you can critique each step of the way.

Below I will go over the most common set up of using Irradiance Map and Light Cache, which is recommended most of the time, and then baked out. Remember for animation Brute force and Light Cache is recommended, by both Vladimir and Francesco Legrenzi (wrote the very excellent resource “VRay: The Complete Guide”)

So here are the steps:

BASIC APPROACH

In order to break up your scene use the following approach:

Set a standard DMC value > Test Light Cache > Test Irradiance Map > Customise detail level in DMC

The scene I am using was made by a colleague Nic Hamilton for testing purposes and has a combination of direct/ bounce light and broad/ fine detail. It can be downloaded here. It is set up in linear space, but don’t press sRGB in the VRay frame buffer as the gamma 2.2 is already baked in within the colour mapping.

NOTES on WHOLE PROCESS

- This process is resolution dependant. These settings are quite high as it is only a 720 res image. Same visual principles apply to bigger images, but expect your values to reduce somewhat.

- Many of the settings I have used here are quite high as it is a simple scene in terms of materials and lighting. More complex lighting and materials will mean increased render times and you will have to compromise further on these render settings.

- This scene uses linear workflow. You might to visit the link here to set up so it looks like mine (ignore the EXR stuff in that tutorial).

- This might be a little complicated for beginner users; but see how you go!

SET A STANDARD DMC VALUE

Initially set the defaults of DMC as in the image below.

vray_settings_01

The highlighted value links to these 2 under the settings tab where the adaptive amount controls how adaptively the samples will apply over surfaces, i.e. 1 is fully adaptive and will place the samples as wide as it can across large surafces, and 0 will put samples very close to one another and take longer to render. Leave these as they are below:

vray_settings_02

We will come back later and set this using the colour theshold.

TEST LIGHT CACHE

Next set your primary and secondary bounces to light cache and set subdivs etc and interp samples to the following:

vray_settings_03

Where we set the subdivs fairly low, the sample size to fairly big (for this test 720 res image) and most importantly the interp samples to 1, so there is no blurring between the samples and we can explicitly see what is going on.

Hit render and you should get something like this:

vray_settings_04

So what are you looking for? This is the key! See how the samples are quite big? This means they will miss out detail, and light samples will stretch too far across surfaces, and even bleed right through walls (light leaks). So in this instance they are a bit too small. So why, you ask, don’t we set it really small and catch all the detail? Well because of noise. Try setting the sample size to 0.001 and see what it looks like. You can see how this result, even with move subdivs and blurred with the interp samples will create a noisy solution? Try 0.02 and you should get something like this:

vray_settings_05

This is a fairly good size. It’ll cover most shadow detail in a general way, apart from maybe the shadows on the rear wall, but any smaller and we might introduce more noise. Figure out the compromise.

Now let’s up the subdivs. Each time VRay sends out a “ray” from the camera it hits a surface and makes a sphere of the sample size and subdivides that sphere into a number of ray calculations; the more subdivisions the better quality the solution as it is calculating more samples. See it as also checking out it’s neighbours colouring and then using that to colour itself.

Up the subdivs in 500 increments up to 2000 and see what you get. See the difference in smoothing of the samples colours and the corresponding render times going up? Again pick where you think is good, but 2000 is pretty OK so far.

Now try changing the light cache from “screen” to “world” and change the sample size to 0.2m (keeping 200 subdivs). You should get the following result:

vray_settings_08

See how I am now getting more samples on the back wall, as it is now dividing up the samples into 0.2 metre samples. For this scene this might be a better solution as I don’t have much in the background, it’s an interior scene, and it also might bring out some shadow detail in the pool at the back of the image.

Now we have this solution, save it out so we don’t have to calculate it when testing other things and save a huge amount of render time. Do this by hitting “save” and save as say LC:

vray_settings_06

Then change this to

vray_settings_07

Just remember to change it back to single frame if you change any of the light cache settings or move the camera. The only exception to this is the interp samples.

Interp samples essentially blurs this solution. So you can change this after you’ve saved out as above. Change it to about 40, or whatever looks good. Remember this does come at slight cost, the more you blur it the more you lose shadow detail. Again it’s up to you to decide.

NOTES on LIGHT CACHE

- The other thing to consider is the difference between light cache “screen” and “world”. As Vladimir said “world” is good for interior type scenes with little background detail, but is bad for massive exterior scenes as the light cache will try and sample hundreds of objects into say 0.1m (whatever you set the sample size to) in the background. This will give a noisy result and take a long time.

- Number of passes refers to the number of cores you have, and VRay will use this to send individual calculations to. Set it to the maximum number. So if you have 8 cores, then 8, or if you have hyperthreading enabled set this to 16 (like I have done). If you’re using a render farm, set it to their maximum. A simple way to tell is open task manager and click on the performance tab and see how many cpu meters you have (goto view> CPU history> one graph per CPU to see).

TEST IRRADIANCE MAP

Now change the primary to irradiance map and keep the secondary as light cache, still loading the pre-calculated map as above with 40 interp samples.

Also change the irradiance map from a preset of high initially, then to custom, and change the values like the image below. Remember set the interp samples to 1 so we can see what’s happening with the samples:

vray_settings_09

Changing the “max rate” to the same as the “min rate” lets us have a look at where the min rate is putting samples. Do a render and you should get something like this, with a blackened image with obvious white samples across the image:

vray_settings_10

Now down the max and min rates to -4 and see what happens. See how the samples move further apart? You are basically telling the irradiance map to, on areas that it can be fully adaptive, use that spacing as the minimum. Now up the max rate to -1, keeping the min rate at -4 and you should get this:

vray_settings_11

Now what are we looking for? Well now that we’ve put the max rate up, see how it’s putting samples around the areas of detail? (detail is defined by pixel contrast or threshold difference in colours) So what we want to see is it putting samples on areas of shadow/ GI detail that we want. i.e. at the bottom of chair legs, on window surrounds or perhaps grout detail on the floors.

Now try min -3 and max 0. This looks pretty good, as seen below, as I now have a good number of samples around areas I want to see shadow detail, like the bottom of the chairs, grout lines, and the samples in the open areas I’ve brought together to get a nice even spread. Look at the difference between render times as well; still acceptable at 35 seconds.

vray_settings_12

Now let’s look at what happens when we change the value “clr thresh” in the next column of numbers. This stands for colour threshhold, and tells VRay how finely to look for contrasts in colour between pixels. So at 0.1 (show as 1st image below) it will look at extremely fine/ small contrast between colours in pixels and sample up to it’s maximum rate there. You can see this is too fine, as it’s plastered the whole image with samples, and will cost us a lot of time in rendering and cause noise.

A value of 0.9 is the 2nd image. At the opposite end of the scale it is looking for high contrast of colours in pixels to put it’s samples, and is not very sensitive. You can see how it picks out major details, but detail is lost in the areas between details, or there is not very good blending between fine and course details in shadows.

vray_settings_13 vray_settings_14

Let’s stick with a value of 0.3 (default), as this is usually a good compromise, and seems to be putting the samples where we want them. Leave “nrm thresh” and “dist thresh” alone. Vladimir admitted these are kind of unnecessary levels of control.

Now turn “show samples” off, and change the “HSph subdivs” to 20. This stands for hemispherical subdivisions, and relates to (again) the rays sent out by the camera hitting and then subdividing into a number of rays off a surface. The higher the number the more rays are sent out and the higher quality the sample. So this is to do with the quality of the irradiance sample.  Hit render and we get something like this:

vray_settings_15

Now try 50:

vray_settings_16

Now try 100:

vray_settings_17

What are we looking for? Well render time vs noise. The 1st was 20 secs, 2nd 30 secs and 3rd 75 secs. The 1st will probably cause a noisy result, even if we blur (interp amount) it, so clearly this is unsuitable. At 50 the samples look like a fairly even spread of colour and there are a few blothes, but these will probably even out. 100 isn’t massively better than 50, and comes with a huge cost in render time, so somewhere around 50 looks likely.

Compromises again! You decide on render time vs quality; but now you know what to look for and how to change it.

Now save out like you did with the light cache, but name it IR:

vray_settings_06

vray_settings_07

Then change the interp samples to 20 (default). More will cost you in render time, and like light cache will blur the solution more and more and might lose you some shadow detail.

So this is our final image. It’s got good shadow/ GI detail around the chair legs on the floor and good depth throughout. Perhaps the only thing that is noticeable is the noise from the sun on the back wall. This is to do with the light quality though (and related to size multiplier) and we can get rid of this by increasing the subdivs on the sun to 16. Give it a go.

vray_settings_19

Now we have a solution to our GI.

NOTES on IRRADIANCE MAP

- This will probably be quite a high quality result (slow to render possibly for drafts), so these would be our production settings. But now we can go back to the adaptive DMC and use the colour threshold to control our quality and render time overall in the next step.

- You can use this method in animation by incrementally saving the irradiance map and light cache to files every, say 10 frames, rather than sending out single passes (use “fly-through” for light cache and “multi-frame incremental” for irradiance map). This will eliminate flicker and save you massive amounts of render time. As long as nothing moves within the scene this is the best way.

Customise detail level in DMC

The last part of this tutorial is how to set detail levels in terms of antialiasing, and use the DMC colour threshold as a global slider for quality.

If you click back into your Adaptive DMC settings you locked it using the DMC sampler. Now you could keep this as is and adjust the noise and adaptive amount in the settings tab, but you can essentially do a similiar job with the colour threshold:

vray_settings_01

So start by unticking the box above and change the “Clr thresh” to 0.1.

Also go into your render elements and add the following VRaySampleRate so you can see what is happening with the samples while also looking at your image:

vray_settings_20

Now in the VRay frame buffer you can view either the RGB image (beauty pass) or the Sample rate by changing this. We’ll be clicking backwards and forwards in this to see the relation between the samples and the quality of the image:

vray_settings_21

So now hit render using the settings above and you should get something that looks like this:

vray_settings_22
vray_settings_23

What you’re seeing in the VRaySampleRate is where it is putting samples to do the antialiasing. The lighter the blue the more samples it is putting in place. You can see this is super quick to render, so great for telling what is happening in the image overall for a draft, but we need to up the quality.

Now try a value of 0.01 in the colour threshold:

vray_settings_24

You can see there are more samples now, and the image is fairly clean. This is pretty much the default values we had before. But to get more detail in the foreground chairs we might need more samples. Put the max subdivs up to 6 and see what happens. We get something like this:

vray_settings_25

So if we keep on turning this max subdivs up then you’ll find it won’t make much of a difference to the samples. This is because the colour threshold is capping it off at a certain value. It will get to a certain quality and decide “that’s good enough” and within the colour contrast threshold between pixels.

Change the colour threshold to 0.001 and you’ll get a result like below. We can see that now it is picking up detail across the flat surfaces, and if we had a high resolution and more complex materials you would find this would make a huge difference to render times, but it would be able to pick out this type of super fine detail. So in theory we could run the max subdivs pretty high and just use this colour threshold as like a global slider of quality that slides between the min and max values.

vray_settings_26

This comes with a WARNING though! These are VERY sensitive values. Look extremely carefully at the visible quality vs render time. If the max rate is too high it might spend too long on some extremely fine details that you’ll never see. Run this as low as you can, and then you can run your colour threshold at a lower (high quality) setting. Open up these renders and have a look at the render times. The difference between the 2 above is 12 and 46 secs! And that is with little, or no visible difference, so be sensible and er on the side of speed otherwise you’ll be waiting forever for renders.

I found with this scene that 6 for the max subdivs and 0.008 for the colour threshold was about right. All compromises considered.

Jul 03


View Where we’ve travelled to in a larger map

Apr 09

As well as the original movie that we were all wowed by (found here http://vimeo.com/7809605 or here http://www.jamesshaw.co.nz/blog/?p=285 with teasers), by Jorge Seva, aka Alex Roman I found some of the making off which have some interesting shot breakdowns including compositing below and the 2nd, more interestingly, the original sourcing, modeling, texturing, lighting and finals etc on his Kahn’s Exeter short film.

Very interesting stuff. I love the comments online that he must be doing something amazing technically, and am pleased to see he likes to keep things simple. So less about the technicality of it all and more on the artistry. The approach of visualization as a photographer is one I can relate to, but one that is all to often forgotten in archviz work.

Compositing Breakdown (T&S) from Alex Roman on Vimeo.

Exeter Shot — Making Of from Alex Roman on Vimeo.

Granted this is an existing building he visualizes so easier to identify compositions that work, as these are the ones that have already been photographed by professional photographers. Often it is hard given a sketch by architects to visualize where the good compositions might lie.

We have some great debates at work whether this type of work is creative given it is an existing space and it is a facsimile of what already exists, or whether creativity lies in visualizing the non-built to this level. Is it a technical exercise in bringing archviz work in line with photography? Many architectural colleagues I have shown it to fail to see the point with the comment “why wouldn’t you just go there and photograph it?”, which is a good point. The technical brilliance is lost on them.

To this end there is a really interesting aspect of CG work evolving that we will see juxtaposed over the coming years (although has run through many creative industries over many centuries). Creativity and technical brilliance working hand in hand, and splitting of some awards in this manner (Avatar and 2012 spring to mind; dubious stories, but awarded technical marvels). I’m going to sit on the fence on this one as I can see valid points for either side. Needless to say I find Alex Roman’s work inspiring on a number of fronts, which is surely a part of artistry in itself?

Apr 09

Great little clip with, I assume, After Effects motion graphics over the top. Lovely idea!

“This video was created for the Earth Day. A ode to the work of Jacques Languirand. The video will take part of the Globo Logos event that will take place in differents festivals all around the world.”

Globo Logos from Julien Vallée on Vimeo.

Apr 08

Really amazing clip showing a world turned into pixels. Link from www.walyou.com/blog/2010/04/08/amazing-pixels-video-for-old-school-geeks/ with following information…

“Old School geeks will simply love this new Pixels video made by Patrick Jean which combines many of the vintage and retro video game classics, characters, looks and feel into one amazing music video….”


PIXELS by PATRICK JEAN.
Uploaded by onemoreprod. – Discover more animation and arts videos.

Apr 05

Protected: An outing to Warwick Castle

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Apr 02

Many people have had problems getting the sound to work through their HDMI cable when connected into a TV after installing Windows 7. I had the same problem and looked at a multitude of sources including windows forums, Sony’s driver and support pages and found no drivers that worked. I even talked to Sony support and they advised me to downgrade to Vista again so they could troubleshoot with me. Not going to happen Sony!

Ironically, in installing a multitude of drivers I ended up un-installing the SigmaTel High Definition Audio driver and then found upon clicking on the increase sound icon in the tray Windows 7 discovered I had a driver issue problem, or audio driver missing. It then proceeded to install a default Windows 7 audio driver (High definition Audio Driver, Driver version: 6.1.7600.16385) and hey presto now through the sound settings HDMI was no longer greyed out and I was able to set it as default. Now the HDMI cable supports audio and video into the TV.

I hope this helps other people with the same frustrating problem!

Mar 24

Danny McAskill’s at it again, this time with an HD film crew. God this guy is good! Makes me sick every time I watch it. How, how, how?!…

Mar 24

This is quite a good rundown of how 3D is done… for dummies. I would love to show this to many of our clients! So funny!

Originally sourced from www.cgchannel.com/2010/03/what-you-dont-understand-about-3d/

Mar 10

For any of you out there with a Sony Viao VGN-FZ11S looking to install windows 7, it is possible and here are a few tips! All the links below will point to the Sony Europe website as this model is not available in the US apparently.

64 or 32bit?

First of all you will have the option of installing 64 or 32bit versions. Upon contacting Sony they told me this particular motherboard only supports 2GB of RAM. So you may as well install the 32bit version as there are more drivers available and with only 2GB of RAM at your disposal it kind of defeats the purpose of installing 64bit (i.e. to utilise more than 3-4GB of RAM).

Install Disc

The installation process is easy, just pop in the 32bit disc and run. I chose a custom install for a fresh install, simply because I don’t trust window’s supposed ability to keep all my old files intact from Vista. Install as usual otherwise.

NVidia Driver

This laptop comes with a Geforce NVidia 8400M GT graphics card. Basically don’t bother to go to the NVidia website as their driver for this graphics card will not work in conjunction with the Sony Viao hardware. Instead got to the Sony update and download the latest graphics driver from there. You can click on this link to go straight there…

http://support.vaio.sony.eu/computing/vaio/downloads/info/info.aspx?l=en_GB&url=VAIO/Updates/EP0000185336.exe&m=VGN-FZ11S&ip=EP0000185336.htm

Sony Viao Updates

If you also want to re-activate Sony Viao’s updater this can be found on the following link. It’s up to you whether to install this, but the Viao’s seem to have some customized stuff that might be useful.

http://support.vaio.sony.eu/computing/vaio/downloads/info/info.aspx?l=en_GB&url=VAIO/Updates/EP0000211610.exe&m=VGN-FZ11S&ip=EP0000211610.htm

For a full list of updates check the main page of this section, which also has a link to windows 7 updates specifically.

http://support.vaio.sony.eu/computing/vaio/downloads/updates/index.aspx?l=en_GB&m=VGN-FZ11S

Hope that helps. Enjoy Windows 7… anything’s got to be better than Vista!