Let's turn to the Indirect Illumination tab. Turn on GI, put the Irradiance map on the Primary bounce and the Light Cache on Secondary bounce. You can see the details in Fig.19.
In the Settings tab set Adaptive amount to 0.75 and Noise Threshold 0.005. The other options stay on their default setting (Fig.20).
And finally let's look at the Render Elements tab. Click on Add and add the following elements:
? VRay lighting -lighting pass
? VRay_GlobalIllumination - Global Illumination pass
? VRay_Reflection - reflection pass
? VRay_Refraction - refraction pass
? VRay_Specular - specular pass
? VRay_Self-Illumination - self-illuminated materials pass
? VRay_RawTotalLighting - a pass from where we are going to take shadows
? VRay_RawReflection - this will be used to strength the reflections
? MultiMateElement - a pass for the correction of "ID material". To assign an ID to the material, we need to select any other number than 0, in the drop-down button Material ID Channel of the Material Editor.
? VRay_ZDepth - DOF effect pass. We should indicate the primary and final distance for calculation.
The number of passes may be more; everything depends on the project. It is also necessary to have an Ambient Occlusion pass. Create a VRay2SidedMtl. Put VRayLightMtl in both slots. In the top slot set VRayDirt, with a radius of about 30, subdivs of 16 and ticking "ignore" for the GI. Leave Translucency black and turn off GI and all the light sources. Put our material on Override mtl in Global Switches. This will result in us having an Ambient Occlusion pass.
Next it's time for the compositing, and we'll be using Nuke for this. There are certainly other programs that you can use, all with their own benefits, but I prefer Nuke. We'll also be working with nine layers for this piece (Fig.21).