Articles in CG Labs

How to set up Lighting Analysis in V-Ray Next

Find out how to analyze and measure the light levels in your 3D scene using the new Lighting Analysis tools in V-Ray Next for 3ds Max.

© André Matos
Next Level GPU Rendering in V-Ray Next

Learn all about the new production-ready features and improvements coming to V-Ray GPU in V-Ray Next for 3ds Max.

© Ian Spriggs
V-Ray Next: The science behind the new hair shader

A deeper look at the new hair shader in V-Ray next. It describes how to understand the shader in a more physiological way, then takes you through the steps of setting one up for Look development including using V-Ray GPU in IPR rendering.

V-Ray Next: Switching the camera from manual to automatic

The new automatic exposure and white balance settings in V-Ray next not only make the rendering process simpler and faster, but they also balance your renderings for both speed and quality.

V-Ray Next: Experiments with the NVIDIA Optix Denoiser

Noise is a common issue with rendering, usually solved by longer rendering. Another solution is denoising. Using NVIDIA's OptiX denoising algorithm, V-Ray experiments with real time denoising based on deep learning.

V-Ray Next: Smarter rendering with the New Adaptive Dome Light

A new smarter use of Image Based Lighting (IBL) through the V-Ray Dome Light, which is smarter and faster especially for interior scenes.

© Dabarti Studio
Understanding V-Ray Hybrid rendering

Now that V-Ray CUDA was rendering on both CPUs and GPUs, and producing the exact same results, V-Ray Hybrid rendering was officially born.

Understanding V-Ray Benchmark

V-Ray Benchmark is a free utility to benchmark your hardware against other hardware when it comes to rendering with V-Ray.

Saliency in VR

A recent paper on computer vision from Stanford University, Universidad de Zaragoza, and University of California Berkeley explains the Saliency of VR.

How to move V-Ray scenes between applications

We developed V-Ray scene files to help you move a scene from one application to render in another.

V-Ray GPU Benchmarks on Top-of the-Line NVIDIA GPUs

V-Ray GPU Benchmarks on Top-of the-Line NVIDIA GPUs

Understanding V-Ray Swarm

New to V-Ray for Revit, Rhino, and SketchUp, we are introducing V-Ray Swarm, which is an evolution of Distributed Rendering.

© Dabarti Studio
V-Ray GPU improvements in V-Ray 3.5 for 3ds Max

V-Ray GPU improvements in V-Ray 3.5 for 3ds Max

Understanding Live VR rendering

We take a deeper look at how to output the Active Shade VFB from V-Ray 3.5 for 3ds Max into a VR headset.

Understanding Resumable Rendering

In short, resumable rendering is the ability to have incomplete renders resume where they left off.

Disney Research parametrically constructs eyes based on simple data

Disney Research parametrically constructs eyes based on simple data

© Dabarti Studio
Understanding Adaptive Lights

Understanding Adaptive Lights

Understanding Glossy Fresnel

We take a closer look at the Glossy Fresnel effect that will be added to to upcoming V-Ray service packs

Wikihuman project explores the use of the alSurface shader

Wikihuman project looks at using the alSurface shader on the new Digital Mike data.

Two tools to view your stereo cubemaps in VR

Two tools to view your stereo cubemaps in VR

FX Guide article on V-Ray's stochastic flakes

FX Guide article on V-Ray's stochastic flakes

V-Ray's implementation of the Anders Langlands' alSurface shader

V-Ray's implementation of the Anders Langlands' alSurface shader

The truth about unbiased rendering

Over the years, there have been many debates about whether biased or unbiased rendering is better.

© Bertrand Benoit
Environments: a major key to VR's success

Christopher Nichols talks VR and Environments for CGW's March / April issue.