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VRay for 3ds Max Manual
Image Sampler (Antialiasing)
In V-Ray, an image sampler refers to an
algorithm for sampling and filtering the image function, and producing the
final array of pixels that constitute the rendered image.
V-Ray implements several algorithms for sampling an image. All image
samplers support MAX's standard antialiasing filters, although at the cost
of increased rendering time. You can choose between
Fixed rate sampler, Adaptive DMC
sampler and Adaptive subdivision sampler.
![[Image sampler rollout]](vray_for_3ds_max_manual/image_sampler/imagesampler.png)
Image sampler
Type - specifies the image sampler type:
Fixed - this sampler always takes the same
number of samples per pixel;
Adaptive DMC - this sampler takes a
variable number of samples per pixel depending on the difference in the
intensity of the pixels;
Adaptive subdivision - this sampler
divides the image into an adaptive grid-like structure and refines
depending on the difference in pixel intensity.
Antialiasing filter
This section allows you to choose an antialiasing filter. All standard
3ds Max filters are supported with the exception of the
Plate Match filter. See the
Examples section for more information on antialiasing filters.
This
is the simplest image sampler, and it takes a fixed number of samples for
each pixel.
Subdivs - determines number of samples per
pixel. When this is set to 1, one sample at the center of each pixel is
taken. If this is greater than 1, the samples are distributed within the
pixel. The actual number of pixels is the square of this parameter (e.g.
4 subdivs produce 16
samples per pixel).
This
sampler makes a variable number of samples per pixel based on the difference
in intensity between the pixel and its neighbors.
This is the preferred sampler for images with lots of small details (like
VRayFur,
for example) and/or blurry effects (DOF, motion blur, glossy reflections
etc). It also takes up less RAM than the Adaptive
subdivision sampler.
Min subdivs - determines the
initial (minimum) number of samples taken for each pixel. You will rarely
need to set this to more than 1, except if you have very thin lines that are
not captured correctly, or fast moving objects if you use motion blur. The
actual number of pixels is the square of this number (e.g.
4 subdivs produce 16
samples per pixel).
Max subdivs - determines the maximum
number of samples for a pixel. The actual maximum number of sampler is the
square of this number (e.g. 4 subdivs produces a
maximum of 16 samples). Note that V-Ray may take
less than the maximum number of samples, if the difference in intensity of
the neighbouring pixels is small enough.
Use DMC sampler threshold - when this is
on (the default), V-Ray will use the threshold specified in the
DMC
sampler to determine if more samples are needed for a pixel. When this
is off, the Color threshold parameter will be
used instead.
Color threshold - the threshold that will
be used to determine if a pixel needs more samples. This is ignored if the
Use DMC sampler threshold option is on.
Show samples - if this is on, V-Ray will
show an image where the pixel brightness is directly proportional to the
number of samples taken at this pixel. This is useful for fine-tuning the
antialiasing of the image.
This
is an advanced image sampler capable of undersampling (taking less than one
sample per pixel). In the absence of blurry effects (direct GI, DOF, glossy
reflection/refraction etc) this is the best preferred image sampler in
V-Ray. On average it takes fewer samples (and thus less time) to achieve the
same image quality as the other image samplers. However, with detailed
textures and/or blurry effects, it can be slower and produce worse results
than the other two methods.
Also note that this sampler takes up more RAM than the other two samplers
- see the Notes below.
Min. rate - controls minimum number of
samples per pixel. A value of zero means one
sample per pixel; -1 means one sample every two
pixels; -2 means one sample every
4 pixels etc.
Max. rate - controls maximum number of
samples per pixel; zero means one sample per pixel, 1 means four samples, 2
means eight samples etc.
Color threshold - determines the
sensitivity of the sampler to changes in pixel intensity. Lower values will
produce better results, while higher values will be faster, but may leave
some areas of similar intensity undersampled.
Randomize samples - displaces the samples
slightly to produce better antialiasing of nearly horizontal or vertical
lines.
Object outline - this will cause the image
sampler to always supersample object edges (regardless of whether they
actually need to be supersampled). This option has no effect if DOF or
motion blur is enabled.
Normals - this will supersample areas with
sharply varying normals. This option has no effect if DOF or motion blur is
enabled.
Show samples - if this is on, V-Ray will
show an image where the pixel brightness is directly proportional to the
number of samples taken at this pixel. This is useful for fine-tuning the
antialiasing of the image.
- Which sampler to use for a given scene? The answer is best found with
experiments, but here are some tips:
- For smooth scenes with only a few blurry effects and smooth
textures, the Adaptive subdivision sampler
with its ability to undersample the image is unbeatable.
- For images with detailed textures or lots of geometry detail and
only a few blurry effects, the Adaptive DMC
sampler performs best. Also in the case of animations involving detailed
textures, the Adaptive subdivision sampler
might produce jittering which the Adaptive DMC
sampler avoids.
- For complex scenes with lots of blurry effects and/or detailed
textures, the Fixed rate sampler performs
best and is very predictable with regards to the quality and render
time.
- A note on RAM usage: image samplers require substantial amount of RAM to
store information about each bucket. Using large bucket sizes may take a lot
of RAM. This is especially true for the Adaptive
subdivision sampler, which stores all individual sub-samples taken
within a bucket. The Adaptive DMC sampler and the
Fixed rate sampler on the other hand only store
the summed result of all sub-samples for a pixel and so usually require less
RAM.
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