

You can setup your Substance Painter project using the VrayMtl template, which will configure your viewport shader. Substance Painter 2020.1 (6.1.0) ships with VrayMtl shaders for both metallic and specular workflows. Last post: New Features in Chaos Cloud (Multiple cameras support from 3ds Max, OneDrive integration and VR video preview) 3.Vray Next - Substance Painter. Learn about new Chaos Cloud features and many other things here. Chaos Cloud :: Announcements.
Vray How To Set The
The Vray Frame Buffer has some key additions which will help you finalise your render. You can find an easy to follow step by step guide here.I also use the Vray physical camera, information on how to set the camera up correctly can be found here.Please click on any of the links at the top of the page to jump to a specific section within this post.In the Vray Render Setup go to Vray frame buffer and tick enable built-in frame buffer and leave the other settings as they are. I strongly recommend setting this up as it will improve many areas within your workflow. This guide is a summary of all those different techniques, and it will give you rendering settings that work well for interior visualisation as well as the reasons behind them.Before I start, I would like to point out that I will be using a linear workflow with a gamma 2.2 setup within 3ds Max and Vray.
Vray Full Control Over
What resolution do you or your client require? As this largely affects the render settings you decide later on, not matching your output resolution to your render settings can increase your render times unnecessarily. When working with this file type, leaving this on actually increases render times considerably.It is very important to decide early on the render output size as this influences the time allowed for the project. Another personal reason for turning this off is because I work largely with 3rd party CAD data, specifically Autodesk Inventor 3d files which I import into Autodesk 3ds Max. Under the geometry rollout, by default displacement is ticked by default, rarely do I have a project where displacement is used so I turn this off. This turns off the 3 point lighting system Autodesk 3ds Max has as default, now you have full control over all lights that you add to the scene.You can also turn displacement off (Optional).
Negative values are not something to be associated with this sampler.For scenes that have blurry effects and/or detailed textures, the fixed rate sampler performs best but at the cost of a higher render time due to the amount of samples needed to get a passable result. The more samples per pixel given improves sampling and therefore results in a better quality render. Whereas 4 samples divides the pixel in to 16 (4×4). Subdivisions determine the number of samples per pixel, 1 sample is equal to 1 pixel (1×1). Vray has it’s own method of dealing with Anti-aliasing and this is controlled via the Vray image sampler (Antialiasing) within the render setup.Here is a quick explanation of the types of image sampler, again I am not going to go in to much detail as this is not the main focus of this post but if you wish to know more, you will find an in depth explanation on image sampling here.This is a non-adaptable sampler that uses the simplest method of calculating. Aliasing artefacts are generally regarded as jagged edges which are derived from poor, insufficient sampling data.
Each anti-aliasing filter available offers different calculations which in turn produce different results. It will be the chosen image sampler for this topic.In addition to the image sampler, the anti-aliasing filter takes the calculated sub pixels and averages out the colour of all samples that belong to that particular pixel. Much like adaptive subdivision, it will attend more to detailed areas of the scene and pay less attention to the lesser detailed areas.It is the most beneficial solution for both speed and quality when calculating glossy reflections, depth of field (DOF) and so on. It will take a minimum/maximum value of positive subdivisions and calculate the most effective number of samples needed for a given pixel. By being adaptive in a positive and negative way, Vray can calculate the number of samples needed for areas that are less detailed (undersampling) than more complex areas which require more samples (oversampling).This method does not work well with glossy reflections and camera effects such as depth of field, but instead sits well with flat colour, non-reflective objects which are commonly used in architectural visualisation.In simple terms this is the next step on from the fixed sampler, with the addition of adaptability.
It may decide that a maximum of 8 subdivisions for a particular pixel is adequate because of the effect the clr thresh has over this. You are basically stating that the minimum each pixel can be subdivided is 1 and the maximum a pixel can be divided is by 16.Vray will not necessarily go all the way to dividing it by 16. This will clear up the majority of noise sampling issues. The two filters I commonly use are the Catmull-Rom or Mitchell-Netravali filters but keep in mind that when using a filter it does restrict the amount of post processing you can carry out on the final image.This is an edge enhancing filter, if you wish to carry out some internal sharpening in post processing then you will obviously over sharpen the already sharpened edges which can lead to increased moiré effect.A control between edge-enhancement and blurring so you can generate a happy medium between the Catmull-Rom filter and a blurry Area filter.Configuring the adaptive DMC image samplerSetting the min sub divisions to 1 and the max sub divisions to 16 will give you a good starting point and will almost get you to where you want to be in terms of quality. This can be easily managed for a single image but for an animation it may prove to be difficult to adjust every frame to how you want it.There is no right or wrong filter to choose, it’s down to personal preference. As well as this you have the option to use no filter at all thus allowing you to add your own desired effect in post processing.
I recommend leaving this value at 1.You can pretty much clear up all your noise and sampling issues via image sampling. I never adjust the minimum subdivisions as it tends to lead to longer render times. Only use these settings if you cannot get rid of any remaining aliasing artefacts. By only increasing the max subdivisions to a higher value without decreasing the clr thresh you will be increasing the subdivisions unnecessarily which could lead to longer render times.There may be a rare occasion where you will need further sampling which could see your max subdivisions be 56 and your clr thresh to be as low as 0.001. At this point I would also recommend adjusting the clr thresh to a lower value of 0.005 so that it has a finer control over the contrast between pixels, un-tick use DMC sampler thresh and you will get the option to alter the clr thresh. By default the value is greyed out and set to 0.01, and in most cases this value is adequate.If within your scene you are finding that you are still getting aliasing artefacts at these settings then by working on a rule of 8 you could up the max subdivisions to 24.
The settings within the DMC sampler are there so that you don’t result to cranking up the values from other settings and end up in a state of frustration. By default, providing you have tweaked your clr thresh in the adaptive DMC image sampler rollout and set your min and max subdivisions correctly, you will not need to adjust the parameters within the DMC sampler.But there may come a time when you have adjusted everything and still have unwanted artefacts. No matter what image sampler you use, the DMC sampler will always be there because everything runs through it. Some scenes will come out fine with just decent image sampler settings and low GI, it is purely down the complexity of your scene and the quality that you are happy with.In addition to the adaptive DMC image sampler there is also the DMC sampler in the settings rollout. The ability to control the quality of global illumination is there to enable you to get even more out of Vray and to improve the quality of your renders.
