Okay, let's have a look at render settings. I've been showing you some
render settings which are very basic and we had the interactive renderer going on
here we can also go to the regular frame
buffer here see what we've got okay all I'm using for these settings is
the basics and that's what's awesome about the latest v-ray is that now we
have progressive rendering which progressively makes the rendering get
better and better instead of rendering as buckets you can still do bucket
rendering but I actually prefer progressive now because I can see my
progress as I go and then really the only settings we need to mess with and I
find myself only adjusting these 95% of the time and that's just the noise
threshold and the render time okay so with progressive it's all based on min
min and Max subdivisions those can remain as they are and all we really
need to do is adjust the render time and the noise threshold
okay so noise threshold point zero zero five is a very low noise threshold and
that gives you a very high quality rendering the lowest you would ever need
to go is probably 0.001 0.05 is almost always sufficient all that does is all
these settings we'll do is render until it gets to this noise threshold and
that's because I set the render time minimum to zero which means it will
render indefinitely if I put it to point one it would only render for 0.1 minute
if I rendered it if I put it to one it would render for one minute it would
give me the best rendering it can in one minute but it probably wouldn't get to
0.05 because one minute isn't long enough so you can set this to zero it
will render indefinitely until it gets to 0.05 you can also set this to zero
and say render for five minutes I don't care what the noise is
I only have five minutes to render give me a five minute rendering okay and
it'll do whatever it can in five minutes and then it'll stop so basically what
I'm finding is that I just leave this at zero most of the time and just say okay
I need a draft rendering put it up point five I need or or say
I need a draft rendering rendered for one minute okay and then when I want a
high quality render and just set this as zero and say render till you got pointed
over point O five and then you just depending on your computer you get what
you get you know that might take ten hours or it might take two hours or it
might take a half an hour but you know that at the end you'll have the right
quality okay on GI I'm just using brute force which is noisier and takes a
little longer traditionally I found that it works
pretty well now it's not cutting any corners though brute force it is giving
you very physically accurate lighting and so I actually prefer it and again we
just let it render until the noise is gone and brute force is easy because
there isn't really any settings need to worry about then the light caches as
it's always been you just set the light cache high enough for your resolution so
on a 3,000 by 3,000 make sure the resolution of my Orma the subdivisions
of my light cache is at least half of that so 1500 and that's really the only
settings that I'm adjusting here and then I just let it render the only other
thing to comment on is the render elements which I use a lot of and I put
in I always use the depth because I find myself using it a lot in post-processing
z-depth all it is is a black and white map let's bring up my my last frame
buffer okay let's look at them here so Z depth is this it goes from white to
black as the scene gets further away from my camera and I actually set the
range with which it's going it's putting this gradient so I put zero is white 200
feet away is black okay so you want to make sure that range takes in your whole
scene you set it right here so on your Z depth make sure that 0 to
200 okay and then we can use that in post to create atmosphere to create
depth things like that and we'll look at that when we get into post-processing
okay v-ray global illumination these are all the the things that we may or may
not use in post but they're all the elements that make up a complete
rendering basically so that's the global illumination here's the lighting here's
the reflection here's the refraction self illumination specular and then the
effects result is the channel that's being generated by my lens effects here
so these are turned on with this button right here okay so in your viewer frame
buffer if you hit this you will see that this effects result that's talking about
lens effects if I go to RGB color the lens effects actually go away so there's
a hot spot but it has no bloom or glare if I go to effects result it's the same
RGB Channel but it has effects overlaid on it which are set over here so I can
actually like turn on a bloom effect turn off the glare effect and then you
can adjust the weight of your bloom effect right now there's tons of bloom
going on way too much obviously okay so I chose to go with a very subtle setting
here where I have the glare showing up but it's hardly noticeable but it looks
better than this I think okay so that's that last channel there those are all
the channels I use the way I use these channels like let's say v-ray lighting
if I wanted if I was looking at my scene and thinking you know what there just
isn't quite enough light getting on this wall over here well I could take this
v-ray lighting and put it as an add layer on top of my RGB channel and it
would add this light on top of the RGB doubling the light value of that area
and then I could turn it up and down in Photoshop we will look at all that when
we get to post but if there's any chance you might want to use it render it out
as a channel okay the only other things to look at here are what we've already
mentioned with this exposure button here or this show corrections control button
so this brings up exposure let's go back to our effects channel yeah this
rendering doesn't look like much obviously but we can change the exposure
here like this highlight burn bring some of those really highlight spots back to
us okay here they're kind of blown out here they come back so this kind of
flattens out your image a little bit you so be careful that contrast is exactly
what it says obviously okay and then there's hue/saturation settings which
self-explanatory I think there's color balance settings that's really what we
need to worry about here there's the white balance also okay so white balance
can have a huge effect remember I said these are really really warm lights so
the white balance actually comes into play here so this is interesting if I
put it the white balance towards a very high temperature then these lights
become really really warm if I bring it back into the range that those light
bulbs are actually in like around 3000 like I was saying then they become
basically like white right now it's white light but the sky looks really
really blue so that's how white balance works you can get totally different
looks just like on a regular camera you can get a totally different look
depending on where your white balance is that so that's another thing to keep in
mind you can set that in camera or you can set it here just like you can expect
set exposure in camera or you can set it here in the v-ray frame buffer so I
actually like this somewhere maybe like right around here that's cool and then
maybe a little more exposure okay tweak to your heart's content but those are
the essential render settings next video we're going to finally put in our hgri
and start honing in the lighting to exactly where we want it