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VRay Image Sampler Examples
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Example 1: What is antialiasing?
The following example shows the basic difference between an image with
antialiasing, and one without:
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No antialiasing (Fixed rate sampler,
1 subdiv)
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Antialiasing on (Adaptive subdivision
sampler, rate -1/2)
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The left images are jagged around the edges of the sphere, while the
right are smooth. Here are close-ups of the two images:
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No antialiasing (Fixed rate sampler,
1 subdiv)
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Antialiasing on (Adaptive subdivision
sampler, rate -1/2)
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Example 2: Image samplers comparison
Here are some examples demonstrating the quality vs speed of the image
samplers. All the samplers were set to produce approximately the same image
quality.
The first example is a normal smooth image (no blurry effects), click the
images for a larger view:
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Fixed rate (4 subdivs)
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Two-level (subdivs 1/4)
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Adaptive subdivision (rate -1/2) |
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Both the two-level and the adaptive subdivision samplers are
substantially faster than the fixed rate sampler.
Example3: Another image samplers comparison
Note: the Sponza Atrium model is created by Marko
Dabrovic (http://www.rna.hr) and is one of
the models for the
CGTechniques Radiosity competition. The Athene model is a free model
from the DeEspona Infografica model bank.
Here is a more complex example with some fine textures (lots of fine bump
mapping) and an area light; this example uses a precalculated irradiance map
- the render times are for the final rendering only. Click the images for a
larger view.
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Fixed rate (4 subdivs)
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Two-level (subdivs 1/4)
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Adaptive subdivision (rate 0/2,
threshold 0.05) |
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In this case, the two-level sampler performed best, and the adaptive -
worst. Why is that? Here is the non-antialiased image (click it for full
view), to give an idea of what the image samplers had to deal with.

Some parts of the image are quite "noisy" because of the fine bump map.
Lots of image samples were required to smooth this out. Furthermore, each
image sample was quite costly to compute - there is an irradiance map and an
area light, which (especially the area light) need a lot of computations.
With the fixed and two-level samplers, VRay knows in advance how many image
samples will be taken for a pixel; therefore it can optimize the computation
of some values (the area light for example) so that the final image result
is similar, while actually those values are computed with lower accuracy
(i.e. tracing fewer shadow rays) for the individual image samples. This can
not be done for the adaptive sampler - it does not know in advance how many
samples will be computed for a pixel, therefore it needs to maintain a
constant (high) accuracy. Constant accuracy is also required in order for
the sampler to adapt correctly to the image. This is why, in this example,
the adaptive sampler performed worse than the other two methods.
Example 4: Yet another image samplers comparison
Note: the dragon model is from one of the example scene
files of 3dsmax 4
The third example is an image with direct GI and motion blur (click the
images for full view):
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Fixed rate (4 subdivs)
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Two-level (subdivs 1/4)
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Adaptive subdivision (rate 0/2,
threshold 0.1) |
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In this case the fixed rate sampler was the fastest and the adaptive
subdivision sampler - slowest of all (admittedly, the image computed with
adaptive subivision is very smooth). This is because the cost of
supersampling a pixel for the two-level and the adaptive samplers becomes
too great.
Here is the scene without motion blur, with irradiance map and with the
Adaptive subdivision sampler (render time
includes GI calculations):

Example 5: Texture antialiasing
This example deals with texture antialiasing and the effect of the color
threshold for the Two-level and
Adaptive subdivision samplers.
VRay does not support Max's mechanism for supersampling materials and
maps. Instead, texture antialiasing is controlled by the image samplers.
By default VRay antialiases everything in the image, including textures.
This is especially useful for textures with small details or noisy bump maps
as seen in Example 3. The Color
threshold parameter controls the extent to which texture antialiasing
is performed. The effect of this parameter is most noticeable with the
Adaptive subdivison sampler and low min rates.
For the four images below, min/max rate of -3/2 was used:
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Color threshold 10.0
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Color threshold 5.0
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Color threshold 1.0
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Color threshold 0.1
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Note that the edges of the object in those images is always sharp. This
is because the Object outline option is
turned on - see Example 6.
If you set the Color threshold to a high
value, you are effectively telling VRay not to antialias textures. You can
use this fact to speed up the rendering of complex materials. Note however,
that this will disable antialiasing of VRay shadows, reflections etc as
well.
Example 6: G-Buffer based antialiasing
In Example 5, the edges of the object are always
sharp, regardless of the value of the Color
threshold. This is because the Object outline
option is turned on. Here are the first and the last of the images from the
previous example, rendered with Object outline
off:
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Color threshold 10.0,
Object outline off
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Color threshold 0.1,
Object outline off
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Now the antialiasing of edges depends only on the
Color threshold. By default, the Object
outline option is on, meaning that the outlines of objects are always
antialiased. If there are many small objects in the scene, this may slow the
rendering. In that case, it's better to turn this off and use only the
Color threshold to control image quality.
On the other hand, if there are lots of fine textures in the image, which
you don't want supersampled, you can simply turn up the
Color threshold. In order to still keep
object edges sharp, you'll need the Object outline
option.
The other options (Normals,
Z-Value, Material ID)
allow you to choose additional areas in which to force antialiasing. For
example, the Normals option allows you to
always antialias internal object edges, in addition to the object outline,
as shown in the example below (min/max rate -3/2,
Color threshold 10.0, Object outline
on):
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Normals off
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Normals on
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Example 7: Randomized antialiasing
Normally VRay places the image sample in a strict grid-like pattern.
This may cause unwanted banding of edges that are nearly horizontal or
nearly vertical. You can use the Rand option
to avoid that. Here is a comparison of an image rendered with and without
the Rand option:
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Rand off
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Rand on
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Here are close-ups of the two images:
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Rand off
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Rand on
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The Rand option can be very useful for
images with long thin lines as well.
Example 8: Antialiasing filters
Here is an example briefly demonstrating the effect of different
antialiasing filters on the final result.
Note that rendering with a paricular filter is not the
same as rendering without a filter and then blurring the image in a
post-processing program like Adobe Photoshop. Filters are applied on a
sub-pixel level, over the individual sub-pixel samples. Therefore, applying
the filter at render time produces a much more accurate and subtle result
than applying it as a post effect. VRay can use all standard 3dsmax filters
(with the exception of the Plate match filter) and produces similar results
to the scanline renderer.
The Adaptive image sampler was used for the
images below, with Min/Max rate of
-1/3 and the Rand
option on.
| Filter |
Image |
Zoomed-in image |
Comments |
| Filtering is off |
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Applies an internal 1x1 pixel box filter |
| Area filter, size 1.5 (default setting) |
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Slightly blurrs the image, visually more pleasing than the box
filter. |
| Area filter, size 4.0 |
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More blurring |
| Blend filter |
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Combination of a sharp and a soft filter, kind of dreamy effect |
| Catmull-Rom |
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Edge-enhancing filter, often used for architectural
visualizations. Note that edge enhancing can produce "moire" effects
on detailed geometry. |
| Mitchell-Netravali |
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Allows control between edge-enhancement and blurring |
| MItchell-Netravali, ringing=1.5 |
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Strong edge-enhancement. |
| Mitchell-Netravali, ringing=2.0 |
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Even more edge enhancement; kind of cartoon-style effect |
| Soften |
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Gaussian blur |
Example 9: Antialiasing filters and moire effects
This example demonstrates the effect antialiasing filters have on moire
effects in your images. Sharpening filters (Mitchell-Netralavli,
Catmull-Rom) may enhance moire effects, even if your image sampling rate is
very high. Blurring filters (Area, Quadratic, Cubic) reduce moire effects.
Note that moire effects are not necessarily a result of poor image
sampling. In general, moire effects appear simply because the image is
discretized into square pixels. As such, they are inherent to digital
images. The effect can be reduced through the usage of different
antialiasing filters, but is not completely avoidable.
The scene is very simple: a sphere with a very fine checker map applied,
texture filtering is off. The images were
rendered with a very high sampling rate (15 subdivs, or 225 rays/pixel).
This is enough to produce quite an accurate approximation to the pixel
values. Note that the image looks quite different depending on the filter:
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| No filter |
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