Avoid using the Progressive sampler with sharpening image filters (Catmull-Rom, Mitchell-Netravali) as this may slow down the rendering and additional image samples will be required to resolve sharpening filters properly.
You can obviously do this in post if you would like, but V-Ray gives you the option, too. It enables you to specify whether you want to sharpen or blur your image based on a specific algorithm. It is key to image sampling though, so it's well worth covering. This is another feature that is not strictly limited only to the Progressive Rendering option. Here we have selected the foreground record and as you can see the rendering has picked out that object specifically 4. Now we can be much more accurate with our re-renders. I've been after this tool for a long time now so I'm really pleased it's now here! No more awkward usage of the marquee select region render tool. This essentially allows you to only render parts of the image based on a grayscale mask or on selected objects. It is a new feature in V-Ray 3.0 as well, so again you may not have come across it yet. This step is not strictly only to do with Progressive Rendering but I thought it would be helpful to point out all the same. You will notice that it gives you a new customized roll-out with specific settings 3. Here you can see the roll-out options you get once you have set the Image Sampler to Progressive. So for a Progressive Rendering solution, we essentially set the max subdivisions to a very high number! You tell V-Ray how many subdivisions you want it to go up to and it just ticks along until it hits that number. The Image Sampler is essentially a process that V-Ray goes through to sample your image and clean it up. When I first saw it there I thought it was a bit of a strange place to have it, but having thought about it, it does make sense. Now we need to activate the Progressive Rendering and we do that in the Image Sampler roll-out. We begin by making sure that the renderer is set to V-Ray 3.0 to ensure that the Progressive Rendering option is available to us 2. In the render set-up dialogue, scroll down to assign renderer and set it to V-Ray 3.0. It's important to note that this feature was only introduced to V-Ray 3.0, so if you have a version prior to that then you won't be able to make use of this feature – yet! However, you can of course head over to the V-Ray website where you can sign up for the beta version. It is built on the same path-tracing technology as V-Ray RT but this is a production renderer which is compatible with all of the V-Ray production features. Now you might ask "Isn't that just the same as V-Ray RT?" In a way yes it is the same. It's a new feature in 3.0 which allows you to render and see your image progressively appear before you. With the release of V-Ray 3.0 nearing ever closer, Paul Hatton checks out the impressive capabilities of the all-new Progressive Rendering inside V-Ray 3.0, showcasing the Beta version IntroductionĮver since gaining access to the V-Ray 3.0 beta, I have been impressed by their Progressive Rendering Production rendering option. Whereas, the coloration found on a glass object typically comes from light interaction happening on the inside of the volume.With this scene I wanted to create a haven for a record lover – a comfortable place they could sit and revel in their music. Because those options are designed to mimic surface light interaction. Even when we create a colored glass, it isn't the diffuse controls in a material that provide the color information. Now glass is a material type that doesn't really have a surface color property that needs to be associated with it. After which we can reassign it to our butterfly geometra. In the glass tab, in the material editor then, let's create a new V Ray material and rename it basic glass. In this instance, a basic or generic glass shader that we could then use as a jumping off point for more complex material types. It is also probably a good idea to take a look at how we might go about creating those. Given the transparent or refractive materials, such as glass and water, are also likely to figure one form or another, in many of the projects that we undertake.