Choose between linear, pin borders, pin corners, or smooth. This can be useful for anisotropic shaders but has a storage cost. The face-varying "limit" dPdu and dPdv vectors computed during subdivision are stored and used for shading instead of computing face-constant dPdu and dPdv vectors on the fly during shading. Arnold will warn when raster-space tessellation is used on more than one visible instance. This is useful for instances or when adaptive tessellation is desirable regardless of a specific camera. It gives the greatest computing speed with the best quality of the image. Adaptive subdivision sampler is the most flexible, most technologically advanced algorithm of antialiasing used in V-Ray. Global illumination caches irradiance maps, photon maps and light maps all require additional. When using the vray displacement modifier (will increase rendering times) you may want to use this global checkbox to turn on and off displacement. The Randomize samples option in universal V-Ray settings should be left active. the Adaptive DMC sampler uses less RAM than the Adaptive subdivision sampler. This method corresponds to adaptive subdivision in object space. The following are recommendations from Chaos the developers of Vray, for reducing excessive memory usage in Vray for Rhino and Sketchup. RasterĬorresponds to adaptive subdivision in raster space. Using object space subdivision will ensure that all instances will subdivide to the proper level.
a value of 1.0 with subdiv_adaptive_space set to "object" and subdiv_adaptive_metric set to "flatness" will subdivide until the tessellation is closer than 1 unit in object space to the limit surface.Īdaptive subdivision in raster space is problematic when instancing: A tessellation that is good for one instance will not be good for another further away.a value of 1.0 with subdiv_adaptive_space set to "raster" and subdiv_adaptive_metric set to "edge_length" will subdivide until all edges are shorter than 1 pixel.