Search Keywords: switches, global switches
The global switches allow you to control various aspects of the renderer globally.
Displacement - enables (default) or disables V-Ray displacement mapping.
Hidden geometry - determines whether or not geomtery marked as hidden (i.e. not Visible) will be exported to V-Ray.
Always - when this option is selected hidden objects will always be exported to V-Ray regardless of whether it is rendering or creating a .vrscene file.
Never - when this option is selected hidden objects will never be exported to V-Ray even though during animation certain objects may become visible.
Auto - when this option is selected objects with animated visibility will be exported to V-Ray only when they are visible.
Force back face culling - enables or disables (default) back face culling for camera and shadow rays. When this option is on, the surfaces of objects which are turned away from the camera (or the light source, when tracing shadows) will appear fully transparent. This allows to look inside closed objects when the camera is outside
Render viewport subdivison - when this option is on, objects in the scene which are in smooth preview mode will be rendered as subdivison surfaces.
Use Maya shader for V-Ray proxies - this setting is relavent for scenes created befor SP1. It allows you to choose wether a proxy will be rendered with the materials that are connected to the original mesh or the materials connected to the proxy instance.
Lights - enables or disables lights globally. Note that if you uncheck this, V-Ray will use the default lights. If you do not want any direct lighting in your scene, you must uncheck both this and the Default lights parameters.
Default lights - enables or disables the usage of the default lights when there are no light objects in the scene or when you have disabled lighting globally (see the Lights parameter).
Hidden lights - determines whether or not lights marked as hidden (i.e. not Visible) will be exported to V-Ray.
Always - when this option is selected hidden lights will always be exported to V-Ray regardless of whether it is rendering or creating a .vrscene file.
Never - when this option is selected hidden lights will never be exported to V-Ray even though during animation certain objects may become visible.
Auto - when this option is selected lights with animated visibility will be exported to V-Ray only when they are visible.
Shadows - enables or disables shadows globally.
Show GI only - when this option is on, direct lighting will not be included in the final rendering. Note that lights will still be considered for GI calculations, however in the end only the indirect lighting will be shown.
Don't render final image - when this option is on, V-Ray will only calculate the relevant global illumination maps (photon maps, light maps, irradiance maps). This is a useful option if you are calculating maps for a fly-through animation.
Reflection/refraction - enables or disables the calculation of reflections and refractions in V-Ray maps and materials.
Limit max depth - enables the user to globally limit the reflection/refraction depth. When this is unchecked, the depth is controlled locally by the materials. When this option is checked, all materials use the Max depth specified here.
Max depth - specifies the maximum depth when Limit max depth is checked. Set this to 0 to disable reflections/refractions altogether.
Maps - enables or disables texture maps.
Filter maps - enables or disables texture map filtering. When enabled, the depth is controlled locally by the settings of the texture maps. When disabled, no filtering is performed.
Max. transperancy levels - this controls to what depth transparent objects will be traced.
Transperancy cutoff - this controls when tracing of transparent objects will be stopped. If the accumulated transparency of a ray is below this threshold, no further tracing will be performed.
Glossy effects - enables and disables the rendering of glossy effects
Secondary rays bias - a small positive offset that will be applied to all secondary rays; this can be used if you have overlapping faces in the scene to avoid the black splotches that may appear. See the Examples section for a demonstration of the effect of this parameter.