V-Ray Sampling Approaches
A comparison between three unique
ways to approach sampling in V-Ray 3.

Intro
This tutorial presents three unique approaches to sampling in V-Ray 3 - each with their own benefits and drawbacks.
V-Ray's true strength lies in it's ability to optimize the sampling of a scene to render in a fraction of the time it would take an unbiased engine like Arnold to complete a scene. With the release of V-Ray 3, users are given an unprecedented level of control over how V-Ray performs the sampling of a scene.
We'll cover each approach in depth and allow you to choose which method is best suited for your needs. This wont be a complete rundown of sampling theory for beginners like my V-Ray Render Optimization tutorial, so a bit of experience with V-Ray is expected.
Universal Settings Method
Text Goes Here.
Pros:
- Artist Time
[Artist time vs machine time] - Easy Control
- Predictable Results
[Predictably clean results every time] - Consistent Results
[Teams with many artists using the same settings yields consistent results]
Cons:
- Potentially Slow & Noisy Renders
Unoptimized [AA handling all the work, sometimes unnessicarily] - Less Accurate Results
[Averaging of less information - single DMC Samples]
Workflow:
- In the Image Sampler (Antialiasing) rollout - set the image sampler type to Adaptive.
- In the Adaptive Image Sampler rollout - set Min Subdivs to 1, Max Subdivs to 100, and check Use DMC Sampler Thresh.
- Leave all other sampling settings at the V-Ray defaults.
- Leave all other Subdivs values throughout your scene (Lights, GI, Materials) at their default value of 8.
- Render your scene!
- If less noise is desired, reduce the Noise Threshold value in the Global DMC rollout to a low value like 0.005.
Hybrid Method
Text Goes Here. [Compromise between the Universal Settings and Full Control methods.]
Pros:
- Artist Time
- Easy Control
- Predictable Results
- Consistent Results
- Faster & Cleaner than the Universal Settings method
Cons:
- Not as Fast & Clean as the Full Control method
Workflow:
- In the Image Sampler (Antialiasing) rollout - set the image sampler type to Adaptive.
- In the Adaptive Image Sampler rollout - set Min Subdivs to 1, Max Subdivs to 100, and check Use DMC Sampler Thresh.
- Leave all other sampling settings at the V-Ray defaults.
- Leave all other Subdivs values throughout your scene (Lights, GI, Materials) at their default value of 8.
- In the Image Sampler (Antialiasing) rollout - set the Min Shading Rate to a value of at least 4.
- Render your scene!
- Depending your scene, you can continue raising the Min Shading Rate value higher to reduce render time while increasing quality. You've found the sweet spot when your render time no longer decreases and begins to increase again.
- If less noise is desired, reduce the Noise Threshold value in the Global DMC rollout to a low value like 0.005, and continue to raise the Min Shading Rate value accordingly.
Full Control Method
Text Goes Here. [Opposite to the Universal Settings approach]
Pros:
- Fastest / Cleanest Possible Renders
- Highly Accurate Results
Balanced sampling of your scene
Cons:
- Artist Time
[Artist time vs machine time] - Complex Control
- Potentially Inconsistent Results
[Teams]
Workflow:
- In the Image Sampler (Antialiasing) rollout - set the image sampler type to Adaptive.
- Uncheck the Divide Shading Subdivs checkbox.
- Set all secondary Subdivs values throughout your scene (Lights, GI, Materials) to a low value like 2.
(A script like V-Ray Material Control is helpful for changing the Subdivs values throughout an entire scene with one click) - Following the step-by-step procedure outlined in my V-Ray Render Optimization tutorial, tune the Image Sampler (AA) Max Subdivs value to properly resolve the needs of your scene.
- Once the AA is properly set, gradually increase the various secondary Subdivs values throughout your scene - starting with Lights, then GI, then Materials - to systematically eliminate any sources of noise.
Conclusion & Aknowledgements
Hopefully that helps clear up V-Ray Sampling Methods for you.
Special thanks to Artist Name for their help with the above tutorial.
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