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VRAY :: the benefit of multiple passes????


BrianKitts
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I've been using V-ray for about a year and I am getting to the point where I know the settings well enough to crank down what i need for optimal time vs. quality. But the one thing that has eluded me is the benefits of doing a single prepass versus multiple prepasses. I normally don't have that much of a breakdown with shadows, or splotchyness (new word for webster) that I can't control with adjusting subdivisions.

 

So the question is, what is the benefit of multiple passes.... is there something I'm overlooking or not seeing, I've been pretty happy with the renderings I've been getting on one pass.

 

attached is my latest single pass rendrering - C&C also welcomed

 

thx in advance for your opionions -bk

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i usually render in a single pass too. i find a layered pass is usefull for ammending shadows or gi or reflection properties for example.

 

i too would be interested to hear other people's experiences why they multi pass. it certainly isn't for speed. large render houses like ILM and Weta do it as standard.

 

nice image btw. i'd just lessen the gi bounces slightly.

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single pass here too. With animations I think multi pass helps more becasue rerendering the animation becasue you want darker or lighter shadows would make you miss the deadline. if you can do it for renderings why not? but I really haven't seen the necessity for that except on 1% of the projects.

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some plugin renderers re render the whole scene and extract from it reflections, then rerender the whole scene and extract from it specularity and then rerender the whole scene and extract from it shadows and then rerender the whole scene and extract from it beauty pass...etc.. kinda like my post : AWKWARD

I think Brazil is like that. haven't tried Vray...Max scanline does all in one render.

update. just tried mental ray and it renders each pass by itself. for ten different pass types it renders ten times. but it is fast in those that contain little info.

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Hmmm i'm a little confused as to what you guys are talking about. If you mean multi layered passes then personally I only really use them for photomontage work where I may need to blend in shadows or reflections to match the photograph. If my renders are completely CG then I hardly ever need to use multi layered passes.

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I think Brian meant the other pre-pass rendering. The method in Vray Irradiance map engine where it calculates rendering pre-passes before actually displaying the actual render. :D

 

And in the case of VRay's multi rendering layer capablities, i think it sux because its not integrated with max's render elements option.

 

PSD layer manager is great but its kinda unforgiving in a network rendering

environment especially in a DR environment. It adds a noticeable amount of rendertime compared to using PSD layer manager in a single PC rendering an image.

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Seems like we are still talking about 2 different things.

 

Brian, can you post your settings? I would like to see your subs if you can get a nice result like that with 1 pre-pass. I usually have mulitiple passes. Never thought about it, assumed the gi solution was refining itself but I may be wrong.

 

Personally I have never done a effects layered composite. If I have to fake reflections in Ps I do it manually.

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Sorry didn't get a chance to look a back at the thread till now....

 

Yes I'm referring to the number of irradiance passes done by VRAY, set in the Vray::Irradiance map rollout under Basic Parameters with your min/max ratings.

 

As for multiple rendering passes in vray, I've never tried em... although it doesn't sound like there are many fans of it out there for vray.

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Two point to answer:

 

Multipass irradiances are a hyge benefit as they only add more samples in the areas that need them. On the other hand, if you have too many passes, you tend to loose effeciency. I would say, as a rule of thumb, don't use more then 4 passes.

 

As for rendering multiple channels (diffuse, specular, reflection, GI, shadows, etc...) it is something that you guys are really missing out on. When we were rendering "I, Robot" we rendered over 20 layers per robot in renderman. These are called AOVs (for Arbitrary Output Variables). Basically the rendering of the robot was just the "begining," all the real lighting took place in the compositing. The main issue, is that you may not know how to composite. How to add all those images together to get the same image as what was rendered. Once you understand that, then you can tweak your image SO much more than you ever imagined. Granted this is not simple. We created custom scripts in "I, Robot" to put together a robot. Want the metal more shinny? Move this slider. Want it more dirty? Move this. Want the shell more transparent? Want more SSS? Move this and this. VERY powerful. Composite changes are very powerful, and considering your rendering times on huge images, you may not want to have to do too many re renders. Render once, composite many.

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How to add all those images together to get the same image as what was rendered. Once you understand that, then you can tweak your image SO much more than you ever imagined.

That is something I still have not quite grasped, but would like to. Using Vray, how would one approach this?

 

Or, something like psd manager AND Vray?

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hi guys. I've just started using VRay at work and I'm a bit miffed over the lack of pass control. any ideas how to set this up? I've noticed that VRay + MAX's Render Elements are not tied together in any way, so I guess that's out of the window.

 

surely there's a way to output passes as seperate files from vray? I'm a pass junky (coming from XSI/MR) so any help with this would be awesome.

 

cheers

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surely there's a way to output passes as seperate files from vray?

 

Yep it's easy, just make sure the two highlighted check boxes are ticked, you have set and output path for the files and you have selected the output channels you want. The tricky part is compositing them all afterwards.

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That is something I still have not quite grasped, but would like to. Using Vray, how would one approach this?

 

Or, something like psd manager AND Vray?

 

the psd manager may be ok... I don't know, never used it. I like to put it togther the old fashion way... by hand... keeps you on your toes. Diffuse, * GI, + reflection, + specular (if you have it), then just use a series of mattes for objects and shadow passes. Of course a nice powerful node based comp package like Nuke or Shake is what really make a difference here. But you can still do it in AE, Just precomp each one (Diffuse, reflection, etc...) with the series of mattes, then plus them together. The only real issue is that Photoshop doesn't really have a true plus. But I have found that if you screen things twice, it generally adds up to a plus.

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ah at least there's something. although it's hardly a fully-fledged pass control system (a-la XSI). For instance, I don't see a way to create your own custom pass - you're forced to choose one of the presets. that seems awfully limited to me. hmm. perhaps the next version of vray will include a better pass system. gbuffers are very nice, but until it's possible to create your own passes from scratch (including some kind of override system as in XSI for really controlling what is output) then I don't see much use for them in production really.

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trouble is that such a detailed pass system such as XSI's involves a huge amount of work on the actual package as well as the rendering engine. and since MAX already has the Render Elements (which seems OK) I doubt anybody will be keen on developing something that connects the two (MAX+Vray). I'll buy whomever does a large beer :)

 

the standalone does sound very interesting too.

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