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So the ratio of (imageResolution) / (Irradiance map size) is different).That ratio is indeed different. Proportionally speaking, isn't that a bad thing ? (In the second case we have a large image with a small irradiance map. In both cases the final prepass will be 64x32 which means the irradiance map has the same amount of information. The basics of IR map are extremely important, as you can change 2 small values resulting in a render taking forever without any actual quality difference.
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Ok I can go on for hours, maybe it is best to read the vray manual and do some test to see what each setting does. Especially in situations where there is much secondary bounced light, you will find that IR+LC is the preferred combination. The LC is done first, and the IR map uses the LC information to speed up its own calculations.
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Note that when using lightcache for secondary bounce, this can greatly speed up IR map calculations. Low interp values will keep the detail but you will see the blotches more. So high values will blur out small GI detail, but it will smooth out the whole solution, so at first it may look cleaner. This means that high values will tend to blur out the GI solution, while low values will not. Small values will result in not much interpolation, large values result in high interpolation. This option should actually be called 'interp. The 'samples' setting right blow the hsph subdivs setting is very important here. When all points are placed and calculated, then the interpolation between these points kicks in. Note that for example 50 actually means 50*50, so take care not to change too much at once. Hsph subdivs is the quality of the calculations in each of the chosen points. ĭist: Higher values will take more samples in regions where objects are close to each other, resulting in more detail and longer rendertimes. This settings usually has not such a big impact as the clr or dist.
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Nrm: check the vrayformax manual for more info. This is a very sensitive setting, so take care. The relationship is not at all linear, so going from 0.3 to 0.2 can give you way higher change in rendertimes than for example going from 0.4 to 0.3. Lower than 0.3 will increase rendertime a lot. The lower the clr treshold, the more detailed your GI will be (=longer rendertime). If the clr change is large, it is best to take a new sample in between the two existing ones to see how the lighting is there. So if the color change between two samples is very low, this means that these two samples have very similar lighting, so no additional samples in between these two are necessary.
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Clr is the most important one, it compares the color of two samples. These are tresholds to compare surrounding samples with each other, to see if additional samples are needed or not. Where the points are placed is decided by the clr/nrm/dist tresholds. A good rule for decent quality GI at 640*480 images is a min/max of -3/0 or for extreme high quality -2/1. (see above link, the min/max has to do with resolution etc.) Zero means the ir map is calculated on the resolution of the actual image, -1 is half the resolution, -2 is half the resolution of the -1 pass and so on. Min/max is a way of undersampling, first pass is a rough calculation and further passes will refine the calculations. Same for detailed areas, but more samples will be needed to accurately represent the correct lighting. So vray takes a few samples, calculates lighting for them, and then for all points in between the samples it interpolates these lighting values. On the large surface for example, lighting will not change that much over a given distance. On large, flat surfaces you will need less points than in highly detailed areas of your model. Of course it is crucial where these points are placed, and how well lighting is calculated in these points. IR map does nothing more than placing sample points on your surfaces to calculate the lighting in these points. Here's some usefull info I once wrote for vray for max: