Quick render settings for 3ds Max

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  • Quick render settings

    Settings to use for both draft and hi-quality renders. What to change and why.

    Draft Settings

    When I open a fresh scene these are the settings I choose to get started

    Common tab

    Output size
    1500 x 1000 image size. Lock Image aspect ratio, 1.5
    Set width to 1000 for quick low res tests.

    Vray global switches

    Right Click ‘Basic’ and select switch all to expert
    Un-tick hidden lights
    Un-tick probabilistic lights

    Image Sampler (Anti-Aliasing)

    Type: Adaptive
    Un-tick image filter
    Min Subdivs 1, Max Subdivs 4
    Use DMC sampler threshold

    Global DMC

    Adaptive amount 0.85
    Min samples 8
    Noise Threshold: 0.01
    Global Subdivs multi 1.0

    Colour Mapping

    Type: Reinhard
    Gamma: 2.2
    Muliplier: 1.0
    Burn value: 1 to 0.5 (to reduce burnouts)
    1.0 is linear multiply, 0 is exponential
    Colour mapping only (no gamma)

    Global Illumination

    Tick Enable GI
    Irradiance map / light cache
    Irradiance:
    tick show calc. phase
    tick Show direct light
    Subdivisions: 50
    Interp. samples: 20
    Min rate -3, Max rate -1

    If you want really fast but bad GI set, for 1000px width set to -3 -3, it won’t be adaptive but it’ll be a rough estimate. For 1500px -4 -3

    Light Cache

    Subdivs 600
    sample size 0.02
    Scale: screen
    tick Use for glossy Rays
    tick re trace
    tick show calc. phase

    Settings

    Bucket size: 16
    Render bucket sequence: top to bottom
    Ram: 16000 (16gig)
    Turn in embree
    Tick low thread priority
    Render and make sure gamma preview is ticked in the vray frame buffer

    High quality Settings

    Edit these fields for higher resolution and a better image quality

    Common tab

    Output size:
    4000px as the largest dimension
    (Depending on job requirements)

    Typically, 6k will be more than enough for any situation

    Vray Frame Buffer

    Set your frame render location and file type.
    Tick Separate Render Channels
    tick Save RGB
    tick Save Alpha

    Image Sampler (Anti-Aliasing)

    Tick Image filter
    Catmull-Rom

    Adaptive image sampler

    Min subdivs: 1
    Max subdivs: 6-12

    Global DMC

    Adaptive amount 0.85
    Noise Threshold: .005 to .002
    Min subdivs: 16
    Global subdiv multiplier: 1.5 – 2.0

    Irradiance Map

    Min rate -5
    Max rate -2

    Subdivisions:
    50-60 exterior
    80-100 interior
    Interp samples: 40% of your sub div figure

    Light Cache

    Subdivisions: 1200 – 2000
    Sample size .02
    Scale: Screen
    tick Use for glossy rays
    tick retrace
    tick pre filter

    Settings

    Bucket width: 16
    Sequence: Top-> bottom
    Dynamic memory limit, mb: 24000
    tick use Embree
    tick Distributed rendering if needed

    Notes on Global DMC

    Adaptive amount: 0.85 –
    Lower values will increase the quality by not allowing Vray to lower the subdivisions for materials and lights deemed low importance, (distant lights and objects, darker objects)

    Noise Threshold: .005 to .002
    This is the maximum allowed difference in pixel value on a floating point scale.
    See it as a 1/1000 contrast ratio.
    Inputting .002 is telling Vray to keep shooting more samples and sub divide pixels until adjacent pixels are within this range.
    This is why Vray has a tough time with very high changes in brightness because it will never achieve this tolerance.
    That is where the maximum image sample limit kicks in and stops it from endlessly sampling.

    Min subdivs: 16
    A quick way to raise the lowest quality areas.

    Global subdiv multiplier: 1.5 – 2.0
    An easy way to increase the quality of lights and glossy reflections in your scene.
    In simple scenes you can really ramp this number up, assuming your materials and lights have a low subdivision figure (8-16 or so).
    Just remember that the Irradiance map subdivisions will also multiply.

    Notes on Irradiance Map

    Max Rate: The maximum resolution of the irradiance map.
    Zero is full resolution, so 4000 pixels in this case.
    We are looking for a resolution equivalent to about 1500 – 2000 pixels.
    So for a 4000px image:
    Zero = 4000px,
    -1 = 2000px,
    -2 = 1000px.
    Set to -2 and raise to -1 if you need better definition in the shadows.

    Min Rate: The lowest resolution of the Irradiance map.
    Aim for 3 passes, so if you choose -2, choose -5 for min.

    Subdivisions: 50 – 60 exterior, 80 – 100 interior
    When a GI ray hits a surface, rays are bounced in all directions from that point.
    They then hit other objects in the scene and record the light and colour information at that point.
    The rays then return along their original path and transfer the information to a hemisphere above the GI point.
    This light and colour information is averaged and returned to the camera. The more Primary rays generated, the more accurate the indirect lighting estimate is. The number of samples is the square of this figure.

    Interp samples: 40% of your sub div figure.
    This is render time process.
    higher will blur more samples.
    Fewer will give noticeable splotches.
    Higher will slow the rendering as more samples need to be interpolated.

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