CHAPTER 3 and CHAPTER 4
The Renderer
Once our curiosity has been aroused by the smooth approach that the author has chosen to adopt in the first two chapters, we find ourselves directly lead into the heart of VRay. Its renderer.
After a brief and accurate description of the Frame Buffer and of the Global Switches, the paragraph is dedicated to VRay: Image sampler opens illustrating the general principles of antialiasing, later describing the sampling systems used by VRay, comparing them in a well accurate series of tests, focusing attention on the greater efficiency of one method compared to another, given a certain situation. Equal attention is given to filters, and from their analysis many very interesting aspects emerge, especially as far as rendering times are concerned.
Fig. 05 - Antialiasing is one of the more macroscopic aspects in the effects of rendering. In order to reach the best compromise between speed and quality requires great effort and confidence with the parameters. The guide, by means of illustrated tests, synoptically analyzes a great variety of situations. The image refers to various situations of undersampling of the Adaptive Subdivision Sampler.
The paragraph dedicated to VRay: Indirect Illumination conferms the excellent preparation and high interest of Francesco Legrenzi for a subject which is of fundamental importance for any user, whatever the chosen field of application for the renderer. After a brief introductory explanation describing the principles of global illumination, the author moves on to accurately describe all the calculation methods of VRay, analyzing each of them singularly and in combination between each other with extremely specific tests. Each example demonstrates its result without leaving out the theorical notions at the base, with constant reference to advantages and disadvantages according to various classifications.
Fig. 06 - This image will look familiar to treddi.com users. It is in fact the scene used by Francesco Legrenzi (cecofuli) for a tutorial on the Irradiance Map, still present in the dedicated section of the forum.
It is an obvious act that most VRay users apply the renderer from Chaos Group in the field of architecture. A huge mass of architects, engineers and designers press F9 every day without actually knowing what they are doing. If the average level of visualizations has greatly risen, this is mainly due to the fact that rendering engines are able to produce good GI effects and chromatic rendering even just with default parameters, rather than thanks to the operator having truly mastered the system. It is fundamental to truly grasp the use of the single parameters if one wishes to solve complex situations in time spans which are realistically compatible with production needs, which is an extremely different context compared to individual experimentation .
The Complete Guide acts in support of every aspect of architectural production. Indoor and outdoor scenes are analyzed in order to understand which are the characteristics of the various combinations between the calculation methods of the GI, whether it is a simple static image or an animation, thus various suggestions are made for resolving problems regarding calculation durations and flickering phenomena and handling them with awareness.
Fig. 07 - Often the IM+LC association method is found to be more convenient in terms of rendering quality/time.Nonetheless in particular situations, other methods can guarantee preferable results. So it is preferable to reason by single objectives each time one proceeds to setup a scene for rendering.
After an intensive course on Indirect illumination, we turn page and change chapter. We find less complex (from the point of view of the explanation) subjects waiting to greet us, but in any case very important for the configuration of a scene. Some of these are VRay: Environment and VRay: rQMC Sampler and VRay: Caustics. These paragraphs are extremely easy, clear and well explained, which give the reader a sense of calm before the storm, which breaks out soon enough in VRay: Color Mapping.
Fig. 08 - The comparison between various methods of use of the VRay Environment highlights operative aspects which are rather interesting and focus on issues which are often underestimated. For example the difference in terms of rendering time between the two HDRI images used in this test on GI generating.
Fig. 09 - A caustics test.
Fig. 10 - In the image we can see a summary of the situations derived from the varying of the parameter Adaptive amount, present in the rollout VRay:rQMC Sampler. This part of the guide cites interesting anecdote about the the Monte Carlo algorythm, the use of which is widespread as much as its origins are ignored.
Citing a passage of the Complete Guide, we rember how “The reason for the presence of various methods of color mapping in VRay is that of being able to modify the rendering as would happen in an ordinary camera.”. The author thus fulfils a vast preamble regarding float number images, light and colorimetry. Contributions on linear and non linear perception, the characteristics of colour spaces in digital domain and ICC profiles are fundamental in order to master any aspect of production. These subjects are often taken for granted or in any case ignored in many treatments, because of the fact that they are subjects which are non intrinsically inherent to the specific matter, but generical subjects for any type of graphic production.
The choice of providing a wide support on the issue of digital color appears with the precise aim of giving the non-experts all the tools necessary to understand the basic principles of Linear Work Flow and to perceive, as a whole, what varies when intensity and gamma parameters are modified in VRay:Color mapping.
This contribution, considering the complexity of the subject, happens to be one of the most useful in the Complete Guide. Especially for the more careful reader, who wishes to obtain the knowledge for a correct handling of colour and is not satisfied with a merely discreet level.
Fig. 11 - In this case, the concepts of linearity in acquisition and non linearity in transmission from a photocamera are visually expressed. The phenomenon in this case is described by means of the curves in Adobe Photoshop. Colour handling is a traditionally tricky subject for novices or for whoever, even if for a long time, has been carrying out rendering without having a true knowledge of the theorical basics of digital colour. The Complete Guide attempts to enable the understanding of this matter as much as is possible.
Fig. 12 - Comparison between two modalities of color mapping of VRay: Gamma correction and Intensity gamma. This shows how the second method is aimed at preserving original colours of the models.
The seemingly unending explanation regarding the renderer thus concludes, but not without having analyzed VRay: Camera, VRay: Displacement and VRay: System. Also in this case, there are in-depth explanations which escape the cold listing of parameters in the narrow sense. Particularly useful are the parts where VRay's properties of system RAM usage are described, providing the reader with the knowledge necessary to manage his own scenes, optimizing rendering time without bumping into problems due to lack of memory.
Fig. 13 - A lot of attention is given to parameters often and willingly ignored by the average user, such as those concerning VRay: Camera rollout. In this example the Height parameter is being examined.
Fig. 14 - VRay's displacement features include various aspects which can simplify and empower the use of this often fundamental function. Amongst these there is the possibility of correctly placing the physical height of the displacement on the basis of a formula containing a K constant, obtainable from the chart.
Fig. 15 - Graphic example, reconstructed by the author, of the Min Leaf system parameter, on the basis of data present in the VRay message. The correct management of the Max Tree and Min Leaf parameters can solve many problems regarding usage of system resources.
Messaggio modificato da cecofuli il 08 settembre 2008 - 10:18