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if you are using indirect illumination, then i usually change the irradiance map pressets to high for final render and low for preview render
be sure tthat hsph subdiv is at maximum 50, this value also improves greatly your rendering time, for preview render choose only 8 then in advanced irradiance map pressets for interpolation type choose delone triangulation and for sample lookup choose precalc s overlapping, this will make you very very nice looking shadows and you can always save your irradiance map for that one camera view, so save and then load it, but this works only for a camera view, for other you should render it again with single frame and then save it, this greatly improves your rednering time, if you are trying to test materials image sampler: i usually change to adaptive subdivision and then in min rate i choose 1 and max 2, but for preview rendering is 0 to 0 fine |
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Wow thanks for tht just testing some stuff now really appreciate it
Btw Vray experts can you tell me if i can get so it says vertices at the bottom when i render i dont want primatives can i change to poly count? ![]() ![]() [17:00] Nikman: you got dubs insted of braincells
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well i see that you wanted to know how to get the thing on the bottom of your pics to show rendertime and version of vray ur using, press f10 to get ur render settings open then go to the tab "renderer" and at the very bottom should be a title something like so: "Vray
ystem" click on that and look for something called "Frame Stamp" and that will add the little line on the bottom of your renders once the render is done, enjoy!![]() My Wip's Lancer Evo Engine http://www.smcars.net/forums/work-pr...vo-engine.html Ducati 916 http://www.smcars.net/forums/work-pr...ati-916-a.html BMW M3 E46 http://www.smcars.net/forums/work-pr...3-e46-csl.html Ferrari F430 http://www.smcars.net/forums/work-pr...rari-f430.html Porsche Carrera GT http://www.smcars.net/forums/work-pr...arrera-gt.html |
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