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  • Welcome to this V-ray feature short demonstration.

  • In this video, we will take a look at the ability to render very high resolution images

  • together with all of their separate render elements, all done on the V-Ray RT GPU.

  • V-Ray RT GPU allows for rendering images regardless of their resolution.

  • Even when rendering ultra-high definition images V-Ray would self-adjust to keep the

  • GPU fully utilized and produce maximum performance.

  • Another optimization for high resolution rendering is that all the frame buffer information is

  • stored in the computer memory.

  • This keeps the video memory available for other resources.

  • We will also utilize the V-Ray render elements which could be used for greater control in compositing

  • They contain different shading components such as lighting, reflection, GI and so on.

  • When properly composited they reconstruct the original rendering.

  • The render elements are rendered simultaneously with the render and do not add extra render time

  • This way, for instance, we can see the denoiser render element update in real time during rendering

  • We could also add some utility render elements such as Multi Matte which allows for extracting masks

  • and ExtraTex - for adding a custom texture, for example VRayDirt

  • Another very useful render element is the LightSelect which extracts the light contribution

  • of a pre-selected light source.

  • This allows for adjustments of light’s intensity and color in post without re-rendering the image.

  • When using V-Ray RT GPU, all the shading components such as reflection, refraction, GI, and so on

  • are included in the LightSelect render element.

  • This is true in the case of using BF BF as our GI engine.

  • In future versions of V-Ray this would be supported using BF LC as well.

  • Let’s open up the render settings and set the desired resolution.

  • In this particular case let’s go for something close to 4K resolution.

  • Next, let’s set the engine type to CUDA, so we can render using the GPU.

  • We are going to render all the separate render elements and use them for compositing later.

  • Let’s set a destination folder where they would be saved after the rendering is finished.

  • Under the Frame buffer rollout click on the Separate render channels checkbox and choose

  • the desired destination.

  • Finally, under the Render Elements tab we can add all the elements we need.

  • In this example, we already have some.

  • Let’s add a couple more.

  • You can do that by clicking on the Add button and selecting from the list.

  • Let’s choose VrayLightSelect, specify a light source, and also give it a name to keep

  • things organized.

  • Another useful render element we can add is the VRayExtraTex.

  • We need to supply a texture to make it work.

  • In this example, we will plug in a VRayDirt texture.

  • Let’s name it appropriately and go ahead and hit the render button.

  • While the rendering is going on we can switch between the separate render elements and see

  • how each one of them progresses.

  • If we have set some color corrections within the frame buffer that we’d like to use later

  • on, we can do so by saving them to a LUT file and load them as needed.

  • Once the rendering process is completed, we can load all the separate render elements

  • and composite them in a software of choice.

  • In this demonstration, we are going to use Photoshop.

  • The first thing we will do is set the blending mode of all of the render elements toAdd”.

  • Let’s leave only the Light Select ones.

  • Let’s pick one of the lights and change its color and intensity.

  • Next, we can use the Multi Matte render element to mask off certain parts of the image and

  • make changes only to the unmasked parts.

  • Let’s select everything in the blue channel and make some changes to the Reflection render element.

  • We can easily change the hue and saturation of the reflections to achieve a certain look and feel.

  • Following the same logic, we can quickly change the color of the sub-surface scatter render

  • element as well.

  • Lastly, let’s add a color lookup adjustment layer and load our color corrections file

  • that we have exported from the V-Ray Frame Buffer earlier.

  • In this video, we went over rendering very high resolution images on the VRay RT GPU

  • and also rendering separate render elements that could be used in compositing.

  • I hope you have found this video useful and helpful.

  • Please give us your feedback, comment, or share it.

  • If you’d like to follow along this tutorial, please download the scene from the link provided

  • in the video’s description.

  • Make sure you check out more of the V-Ray feature videos and be on the lookout for new ones.

  • Thank you for watching.

Welcome to this V-ray feature short demonstration.

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