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Some of those are quite obvious, but I wanted to include all that I found useful; those tips come from my own experience, so some of them can be somehow wrong - please feel invited to correct me / discuss / give your solutions Mt s iu (c v) rt hin nhin, nhng ti mun trnh by tt c nhng tips ti thy c ch rt ra t kinh nghim ca bn thn ti, v vy c th c ci khng ng lm, hy sa sai/ tho lun/ v cho gii php ca bn. 1. DON`T USE TOO MANY LIGHT BOUNCES [render options -> GI settings] Usually first diffuse bounce is enough, you may try with one more secondary bounce, but not more... (for simple building, without many carved - semi-interior spaces) KHNG S DNG QU NHIU LIGHT BOUNCES [render options -> GI settings] Thng th ch cn first diffuse bounce l , bn c th th t thm secondary bounce, nhng ng nhiu qu(vi cc cng trnh n gin, khng c nhiu chi tit chm tr, khng c khng gian na trong nh - na ngoi tri) 2. DON'T USE TOO HIGH IRRADIANCE SETTINGS FOR RENDERING HUGE IMAGES For image size of ~3600 pixels use irradiance settings like: min/max = -4; -3 (="very low" preset) with interp. samples=25 (to make things more smooth), or for the "superb" quality min/max=-4;-2" KHNG T IRRADIANCE SETTINGS QU CAO KHI RENDER RA HNH LN Vi hnh nh c ~3600 pixels, t irradiance settings: min/max = -4; -3 (="very low" preset) vi interp. samples=25 (lm mi th s mt hn), hoc cht lng xn hn t min/max = -4; -2 3. ALWAYS SAVE YOUR IRRADIANCE MAP May be useful to re-use it, when you'll be making some alterations to the image (incremental add is also useful then) LUN LUN SAVE LI IRRADIANCE MAP C th c ch s dng li khi bn sa i vi th trong khung cnh (incremental add cng rt c ch khi ) 4. IF YOU HAVE A LOT OF RAM You can speed things up by tweaking the vray system raycaster params. go up to 85 (max tree depth) and down to 0,5 (face/level coef). but if your rendering doesn`t fit in your physical RAM memory, and gets swapped to the hard drive - then it`s no good - you'll have to lower these settings to the default -> 60;2 or even lower values, like 50;4. NU MY CA BN C RAM BAO LA Bn c th y mnh tc bng cch tweaking ci vray system raycaster param ln 85 (max tree depth) v gim xung 0,5 (face/level coef), nhng nu vic render khng fit ci b nh physical RAM v phi trao i vi hard drive th khng tt, lc bn phi chnh li my thngs trn v default -> 60;2 hoc thm ch thp hn ->50;4.

5. DON`T ANTIALIAS TOO MUCH For a huge images (as 3600 pix) it`s a good choice to set antialiasing to adaptive -1;2 with a tolerance of ~0,12. However some say that when using lots of fuzzy effects (like area shadows and glossiness) antialiasing mode should be switched to a fixed value or simple two level, from my experience in arch. renderings the adaptive mode works best in any case. NG C CHO ANTIALIAS NHIU QU Vi mt ci hnh b khng l (c 3600 pix) th y l mt s chn la tt:t antialiasing l adaptive -1;2 vi tolerance c ~0,12. Mc d c mt s cho rng khi dng nhiu hiu ng fuzzy (nh area shadowsv glossiness) th antialiasing mode nn chn fixed value hoc simple two level, Nhng vi kinh nghim ca ti trong vic render cng trnh kin trc th adaptive mode lm vic tt nht trong tt c cc trng hp. 6. DON`T USE TOO MANY REFLECTION/TRANSPARENCY LEVELS [render options -> global switches] Make it 2-3 max. this in most cases is enough. KHNG DNG QU NHIU REFLECTION/TRANSPARENCY LEVELS [render options -> global switches] t c 2-3 max l xi cho hu ht cc trng hp. 7. SWITCH OFF THE "REFLECT ON BACKSIDE" PARAMETER [in material editor -> vraymap/vray material] It slows things down generally and doesn`t have a great impact on the final look. TT "REFLECT ON BACKSIDE" PARAMETER [in material editor -> vraymap/vray material] Ni chung v n lm chm i v khng c t nh hng no ti ha bnh th gii. 8. REMEMBER ABOUT INTERPOLATED GLOSSIES They take some time to render, but bring a lot of life to a huge flat, boring elevations; and, of course, render a lot faster than direct computed glossies [material editor -> vray material -> reflection -> use interpolation -> reflect interpolation settings = -3;-1 or, for better "sharp" precision leave them at their default]. HY NH CI GI L INTERPOLATED GLOSSIES N s cn mt t thi gian khi render, nhng em li v sng ng chomt mt phng khng l, hoc mt mt ng nhm chn; v d nhin n render nhanh hn nhiu so vi chn direct computed glossies [material editor -> vray material -> reflection -> use interpolation -> reflect interpolation settings = -3;-1 hoc nu mun cc cnh chnh xc hn th mc nh]. 9. USING BUMP MAPS TOGETHER WITH INTERPOLATED GLOSSIES IS PAINFUL And usually it produces lots of noises - try to avoid it DNG BUMP MAPS KT HP VI INTERPOLATED GLOSSIES TH TOI V thng n s ra mt ng nhiu ch di m dng kiu ny.

10. IF 3600pix IMAGE IS JUST TOO MUCH FOR YOUR MACHINE make it 1600 or 2200pix and resize it to 3600 in PS/PP applying some directional sharpen. or try resizing it in program such as ssplinepro. no-one will notice :))) ... until it`s printed on a laser printer. NU HNH NH 3600 pix L QU HP CHO MY CA BN Hy render ra c 1600 hoc 2200 pix thi ri ba ln 3600 bng PS/PP vi directional sharpen, hoc mun xi phn mm no khc ty bn. cho ti khi no m in trn my in laser mu. 11. REMEMBER THAT USUALLY IT`S A LOT FASTER TO DO SOME THINGS IN PS/PP than to wait three days for the output from MAX. NN NH RNG MT S TH C TH BA THM TRN PS/PP th nhanh hn nhiu, thay v phi tn tin c ph thuc l, nhu nht (c hi cho sc khe) trong khi ch i 3 ngy 3 m nu i render bng MAX. 12. ARCHITECTURAL GLASS IN VRAY Material = standard. reflection = vraymap with perpendicular/parallel faloff filter, opacity = 5, no glossies, material color as you like, shadow casting turned off in F2 objects menu, and one more thing - your glass objects should be rather boxies that extruded lines - vray sometimes has problems with the backsides of objects... because we're not using refractions this glass renders quite quickly and in my opinion there's no quality loss (of course this depends on the building and type of glazing, but those are simple rules for simple buildings ;) VT LIU KNH KIN TRC TRONG VRAY Material = standard. reflection = vraymap vi perpendicular/parallel faloff filter, opacity = 5, khng c glossies, mu ty thch, tt shadow casting, v nh l model bng boxies ch ng dng extruded lines, v Vray nhiu khi b tng vi backsides nu dng extruded lines. That`s it for now. I hope you will add a lot more rules to this list or fix mistakes in my rules. Ti ch bit c nhiu thi. Hy vng cc cao th s cho thm mt s cao kin hon chnh thm. From: artykris ( Lc dch: Arc NN (khng bit g v Vray)