Question: I have a dual CPU system, but the rendering seems not to
be multithreaded. What is wrong?
Answer: Check Multithreading option in MAX's preferences -
Customize > Preferences > Rendering > Multi-threading. Make sure this is On.
Question: When I render a particular object with the V-Ray
renderer Dark rectangles appear at odd places on the object. When I render
the same object with the Max default scanline renderer, the dark rectangles
Answer: This could happen if your object is a thin box with
overlapping faces. Increase the Height or remove the overlapping faces and
the squares should go away.
Question: How can I render wireframe with V-Ray?
Answer: You can use the VRayEdges texture to get a similar
(although not exactly the same) result.
Question: Why the rendering of one and the same scene using
different size region divisions results in significantly different
rendertimes? However there is no difference in the quality.
Answer: There should be no difference in the final image, no
matter what is the size of your render regions. However, every region
requires some setup time. Also, when you use antialiasing filters, there is
a border around each region that needs to be additionally rendered so that
the edges of regions blend smoothly. As the region size increases, this
additional work takes less time compared to the total render. Smaller
regions allow for faster screen update - you can see your image in progress;
regions save memory; regions allow easy multithreading and (more important)
easy distributed rendering. The choice of slowdown/update rate is best left
to the user. Values of 16-64 are recommended.
Question: Why the HDRI map has no effect on the specular level of
the rendered objects?
Answer: With the standard MAX materials, the specular level is
just a way to simulate shiny look for objects. For a real world object to be
shiny it has to be reflective. The same applies for objects rendered in
V-Ray. To achieve shiny look with V-Ray lights, glowing objects and
environment maps you will need to make the objects reflective.
Question: Why do I get very weak shadows produced by the HDRI map?
Answer: For sharper shadows, get a HDRI map with a high enough
Question: Why do I get loss of detail when I render an object with
lot of detail using V-Ray GI?
Answer: Increase the max rate - for example set to 0. You may also
try to reduce the color and normal thresholds. Additionally to make the GI
more detailed you can (a) reduce the interpolation samples or (b) use
another interpolation method - Delone triangulation will not blur the GI, it
will just interpolate it; however the min/max rate still must be enough to
capture all the detail.
Question: Will the distributed engine upload the complete scene to
every machine including textures etc. or will each machine just receive what
is needed to render its bucket?
Answer: It will ship the full scene without the textures. Which
means the textures must be visible from all the local machines. You need not
share the scene itself.
Question: Can you change easily the task priority for all machines
that participate in distributed rendering?
Answer: Yes, this is configurable. You can control the process
priority remotely for each rendering server. For more information refer to
Dsitributed rendering section.
Question: Is the "machine list" in the distributed rendering based
on machine names or IPs?
Answer: It is based on machine IPs. You can give names to each
machine as you wish and they don't have to be the same as your network
names. The important part is a valid IP. There is an autosearch mechanism
which looks for all the available servers in the local network and includes
them in the list. You can configure a box manually though.
Question: How do I use HDRI map with V-Ray to illuminate the
Answer: Either load it in your environment map if you want to show
it in your background or in the render panel you can load it in the section
for overriding the max environment for skylight.
Question: How can I set the IOR when I use a standard material
with VRayMap for the refractions?
Answer: Change the IOR of the material (in the Extended
parameter roll-up of the Standard material).
Question: Does the antialiasing filter affect the irradiance map?
Can I calculate an irradiance map with one filter and then use it with
Answer: No, the irradiance map is not affected by the antialiasing
filter. In fact if you only need to compute an irradiance map, you can
render without antialiasing and without a filter. You can add these later on
for your final rendering.
Question: Can I render the irradiance map at 400x400 and then use
it to render a 800x800 image? What will be the effect?
Answer: Yes, you can do that. The final effect will be as though
you have computed the irradiance map at a lower sampling rate.
Question: Why does my fog light the scene when I use V-Ray with
Answer: This is so because of the way the MAX standard fog written
- it is self-illuminated (unless you use volume light, but standard fog and
volume fog are selfillumed), and since V-Ray takes volumetrics into account
when calculating light hitting surfaces for GI, you can see illumination
coming from those volumetrics.