GI in VRay 1.0

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GI in VRay 1.0 // Archive: Tech Forum

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Post by djaram // Apr 15, 2006, 5:04am

djaram
Total Posts: 73
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I'm planning to buy Vray 1.0 but before I do I have some questions.


I've heard of a fast way to render with realistic lighting using Ambient Occulsion. Renderers like Mental Ray or Yafray have this feature.

I can't find complete technical information about how exactly VRay works.

May be a demo with watermark could help get more attention?


So my question is does VRay 1.0 have ambient occulsion?

also how much difference is between Vray for 3D Max and Vray 1.0 for TS7?

Could TS staff please make a feature list of Vray features?

Can someone post some screenshots of the toolbar of renderer?



Thanks,

Post by roman // Apr 15, 2006, 10:26am

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Total Posts: 320
I actualy do not know about ambient oclusion in V-Ray1.0 and I hope that our guys or Beta guys can answer, but I talked to some TS7 Beta guys who have V-Ray for 3DStudio or Mental Ray and they told me that Vray for trueSpace7 compares very favorably, both in therms of speed and quality.

Post by Bobbins // Apr 15, 2006, 1:00pm

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Total Posts: 506
VRay 1.0 does not have ambient occlusion.


Ambient occlusion is an enormously slow way to render though - there's quite a big performance hit to have it. I'm not sure where you heard that it's a fast way to render, my experience is very much the opposite.

Post by djaram // Apr 15, 2006, 9:46pm

djaram
Total Posts: 73
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VRay 1.0 does not have ambient occlusion.


Ambient occlusion is an enormously slow way to render though - there's quite a big performance hit to have it. I'm not sure where you heard that it's a fast way to render, my experience is very much the opposite.


Actually what i have heared, ambient occlusion is a simulation of GI but without spending Full GI rendering time. It is based on the objects distance from each other and it has a radius i think. We even have openGL ambient occlusion!

May be you're comparing this with ambient occlusion shader, if so, that is not what we're discussing here.


A full list of TS Vray features will be appreciated though.


Regards,

Post by Bobbins // Apr 15, 2006, 10:17pm

Bobbins
Total Posts: 506
Sorry then djaram. I answered your question but it looks like you asked the wrong question.

Post by djaram // Apr 15, 2006, 10:30pm

djaram
Total Posts: 73
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Sorry then djaram. I answered your question but it looks like you asked the wrong question.


Thanks for your help Bobbins, ;)


Regards,

Post by tomasb // Apr 16, 2006, 12:23am

tomasb
Total Posts: 261
Actually what i have heared, ambient occlusion is a simulation of GI but without spending Full GI rendering time. It is based on the objects distance from each other and it has a radius i think. We even have openGL ambient occlusion!

May be you're comparing this with ambient occlusion shader, if so, that is not what we're discussing here.


A full list of TS Vray features will be appreciated though.


Regards,


When computing ambient occlusion, you cast rays - for example 200 to a small distance and according to the distance they hit other objects you compute occlusion. For GI you cast from each sample point much smaller number of rays - 20,30 and then use filtering in photon map to get indirect illumination. The question is what is faster - to cast 200 smaller distance rays or 20-30 full distance rays. This mostly depends on the scene but in average GI and ambient occlusion may be the same speed (when you disable higher order reflections). HW ambient occlusion is a dirty trick :-).

Post by djaram // Apr 16, 2006, 1:24am

djaram
Total Posts: 73
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When computing ambient occlusion, you cast rays - for example 200 to a small distance and according to the distance they hit other objects you compute occlusion. For GI you cast from each sample point much smaller number of rays - 20,30 and then use filtering in photon map to get indirect illumination. The question is what is faster - to cast 200 smaller distance rays or 20-30 full distance rays. This mostly depends on the scene but in average GI and ambient occlusion may be the same speed (when you disable higher order reflections). HW ambient occlusion is a dirty trick :-).



Thanks for the information Tomasb,


Regards,

Post by xmanflash // Apr 16, 2006, 3:42pm

xmanflash
Total Posts: 335
I'm planning to buy Vray 1.0 but before I do I have some questions.


I've heard of a fast way to render with realistic lighting using Ambient Occulsion. Renderers like Mental Ray or Yafray have this feature.

I can't find complete technical information about how exactly VRay works.

May be a demo with watermark could help get more attention?


So my question is does VRay 1.0 have ambient occulsion?

also how much difference is between Vray for 3D Max and Vray 1.0 for TS7?

Could TS staff please make a feature list of Vray features?

Can someone post some screenshots of the toolbar of renderer?



Thanks,


I have the same question.. I am looking for tuorials to get the best out of Vray, and they mostly seem to be for 3Ds Max - so I thought I could follow the principles, but found things like GI missing fomr the render settings panel.. So I second the "Can we have a list of included and exluded features of the Vray integration for TS7" Thanks..

Post by djaram // May 5, 2006, 9:16pm

djaram
Total Posts: 73
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BUMP,


Still noone from the staff willing to give a full feature list?


Thanks,

Post by parva // May 5, 2006, 10:48pm

parva
Total Posts: 822
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You can read principle tutorials for Vray. Most of them work also for other GI renderers.

Special Vray for Max tutorials will not work because like you said there are settings not included which Vray for Max has.


The good thing is that Vray for trueSpace in current state is much simpler to use and if you now join the Vray for trueSpace train you will have no problems if new features will be integrated - and they will ;)


A feature list, well...

Vray 4tS7 uses currently only the Irradiance Mapping GI Engine and all custom settings to these engine are available.

Caustics is also similar like 3ds but without some special settings.

Both allow to save and load the solution (a real timesaver). Soft shadowing is also achieved in the same way like 3ds.
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