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Arnold for 3ds Max
Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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Define how much rays you need?

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Rikdelausnay3YM95
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Define how much rays you need?

I'm currently doing lookdev on a project with loads of glass and liquids.
I started with my standard setting which was 3 specular rays.

Since i created more layers and layers of transmission, the specular rays can't go through the closest materials.
The sad thing is, when I raise the spec rays , the whole look changes and all my tweaking and number crushing is big waste of time.

The thing i'm wondering right now is the following:

Is there an amount of rays which is in arnold the most physically accurate?

or what is the right workflow for deciding how much rays you have to use?

Because for early look dev where you want things to go fast , you drop all the rays and samples.
But it's annoying when you up those rays the look changes 😞

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zenop
in reply to: Rikdelausnay3YM95

Is there an amount of rays which is in arnold the most physically accurate?

> The higher you go, the more physically accurate you'll get. In real life photons might bounce 100+ times before completely losing their energy.

or what is the right workflow for deciding how much rays you have to use?

> I usually start at 20 bounces and work my way down to the point where I start noticing a visual change.

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