Interactive and Production Rendering with V-Ray GPU Blagovest - - PowerPoint PPT Presentation
Interactive and Production Rendering with V-Ray GPU Blagovest - - PowerPoint PPT Presentation
Interactive and Production Rendering with V-Ray GPU Blagovest Taskov, Lead developer, V-Ray GPU Faster updates MDL Additive Blend Particles Irradiance Map Material Lower CPU memory usage Better Light Cache Aerial perspective Denoiser
Interactive and Production Rendering with V-Ray GPU
Blagovest Taskov, Lead developer, V-Ray GPU
MDL
Denoiser Forest Color
Aerial perspective Faster updates
Atmospheric render element
Composite Map Lower CPU memory usage
NVLINK
Lower texture memory usage
Less host memory usage
Matte shadows
Irradiance Map
Particles
MDL
Rect light directionality
On-demand mip-maps
Physical camera distortion Additive Blend Material
Adaptive lights
Gradient texture
VFB Object Picking
HDRI Ground Projection
Cleaner Maya materials
Procedural bump maps
VFB Focus Picking Faster startup
Render time lens effects
Render time resolution change Disc light directionality
Layer transparency
Better Light Cache
PART OF THE FEATURES IN V-Ray GPU 3.5
Clipper
V-Ray GPU automated render engine pick
- There is just V-Ray and V-Ray GPU
- V-Ray GPU will automatically use CUDA for NVIDIA GPUs
- Both can work in Production or IPR
- Results between Production and IPR always match
- There is no Active Shade, nor V-Ray RT
- Single set of settings for Production and IPR
Ufuk Pamuk | CG Artist
V-Ray GPU dedicated UI
- New simple and easy to use V-Ray GPU UI
- Pick noise level and hit “render”. V-Ray GPU will do everything else.
- Sampling settings are for render engines, not for artists.
- V-Ray GPU will be faster, because it can pick optimal sampling
settings for different rays.
- Everything that can be seen in the UI works and is supported in V-Ray
GPU.
- New public API to query V-Ray GPU features from V-Ray.
Ufuk Pamuk | CG Artist
Change light intensity and color in post (VFB2, Nuke, PS, etc)
Moxels
GI in Light Select with Light Cache
VFB2
Switching camera from manual to automatic
RENDER WITH AUTOMATIC EXPOSURE ENABLED: 4 MINS 4 SECS RENDER OVEREXPOSED BY 1 STOPS: 6 MINS 7 SECS OVEREXPOSED IMAGE WITH EXPOSURE LOWERED BY ONE STOP IN POST.
Adaptive dome light
Moxels
- No more light portals
- No need to adjust light samples
- More accurate rendering
- No user controls. V-Ray does it all.
- Up to 2x faster rendering
Better sampling of area lights
Andre Matos
New Rendering Architecture
Andre Matos
- Designed with for the future GPU
architectures in mind.
- Up to two times faster than 3.6
today
- More improvements in the future
- Technical details on the “Total
Chaos” conference in May
Better displacement (auto bump)
- >3 times faster startup time
- Much better quality with low-quality settings and less memory
V-Ray GPU 3.6 | 157 MB V-Ray GPU Next | 11 MB
Fausto De Martini
Bercon noise
Edges tex
VRscans
Dmitry Ten
Moxels
New hair shader
Based on the paper ”A practical and controllable hair and fur model for production path tracing”
Ian Spriggs
Environment Fog
Dabarti
Volumetrics
NVIDIA OptiX AI denoiser
V-Ray denoiser for render elements
Automated online driver version check
Dabarti
V-Ray for Unreal
Later this year
- Bucket rendering
- Deep images & Cryptomatte
- Faster sampling of homogenous volumes
Ease of use Speed Features
- Dedicated UI
- No light/material
sampling settings
- Auto Exposure
- Auto White Balance
- No Light Portals
- GI in Light Select
- VFB2
- Adaptive dome light
- Better sampling of area
lights
- New rendering
architecture
- Faster displacement
updates
- Volumetrics and env
fog
- VRScans
- Glossy Fresnel
- New hair shader
- Bercon noise & edges
tex
chaosgroup.com blagovest.taskov@chaosgroup.com facebook.com/groups/VRayRT