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Primary Engine: Quasi Monte-Carlo<br />
Quasi Monte-Carlo is the most accurate method of light calculation in V-<strong>Ray</strong>. It is most useful <strong>for</strong><br />
scenes with a lot of small details. The downfall with this method is that it takes significantly<br />
longer to render. There is also no prepass <strong>for</strong> this calculation as it is done as the image is rendered.<br />
Image on the left is rendered with Irradiance Map. Image on the right is rendered with QMC.<br />
Although the one on the right looks slightly grainy, the colors are reproduced much more accurately<br />
with the QMC calculation.<br />
QMC generally produces a slightly grainy result. One of the ways you can improve this is by using a<br />
different image sampler. Open the Image Sampler tab in Render options and change the Sampler<br />
from Adaptive Subdivision to Adaptive QMC. Although Adaptive Subdivision produces predictable<br />
and fast results, Adaptive QMC works very well when QMC is used <strong>for</strong> primary bounces. Now change<br />
the Max Subdivisions to a higher number such as 50. This will help decrease the grain in the image.<br />
With QMC it is much easier to set up a<br />
rendering as there are very few settings<br />
that will need to be adjusted. Artifacts<br />
such as light leaks and splotchiness will not<br />
be a factor in QMC renders.<br />
It is recommended that QMC only be used <strong>for</strong> final, or high quality test images due to the<br />
amount of time required to complete the render. It is a good idea to use Irradiance Map or Light<br />
cache <strong>for</strong> test images, then switch to QMC <strong>for</strong> final images. Results similar to QMC can be<br />
obtained through Irradiance Maps, usually with less time than QMC, so it may not be completely<br />
necessary to switch to QMC <strong>for</strong> final images depending on the situation.<br />
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V-<strong>Ray</strong> <strong>for</strong> <strong>Rhino</strong>