Vray System
In this section you can adjust a variety of VRAYforC4D parameters related to the overall operation of the renderer.

Raycast accelarator
Here you can control various parameters of VRAYforC4D's Binary Space Partitioning (BSP) tree.
One of the basic operations that VRAYforC4D must perform is raycasting - determining if a given ray intersects any geometry in the scene, and if so - identifying that geometry. The simplest way to implement this would be to test the ray against every single render primitive (triangle) in the scene. Obviously, in scenes with thousands or millions of triangles this is going to be very slow. To speed this process, VRAYforC4D organizes the scene geometry into a special data structure, called a binary space partitioning (BSP) tree.
The BSP tree is a hierarchical data structure, built by subdividing the scene in two parts, then looking at each of those two parts and subdividing them in turn, if necessary and so on. Those "parts" are called nodes of the tree. At the top of the hierarchy is the root node - which represents the bounding box of the whole scene; at the bottom of the hierarchy are the leaf nodes - they contain references to actual triangles from the scene.
Region sequence
Here you can control various parameters of VRAYforC4D's rendering regions (buckets). The bucket is an essential part of the distributed rendering system of VRAYforC4D. A bucket is a rectangular part of the currently rendered frame that is rendered independently from other buckets. Buckets can be sent to idle LAN machines for processing and/or can be distributed between several CPUs. Because a bucket can be processed only by a single processor the division of the frame in too small a number of buckets can prevent the optimal utilization of computational resources (some CPUs stay idle all the time). However the division of the frame in too many buckets can slow down the rendering because there is a some time overhead related with each bucket (bucket setup, LAN transfer, etc).
Split / Region
Allows to automaticly render a still image across a cinema4d NET renderfarm. Set the number of splits to the number of machines in the network. Set the same number of frames in the cinema4d animation (output c4d preferences) starting with frame1. so when you have 4 machines to render, set the splitting to 4 and the animation to frame 1-4. Render the file on NET and you get 4 images that you can merge easily in Adobe Photoshop or similar applications.
Pixel Overlapp this lets you set an overlap of the splitting, always use an overlap greater than 0 as the AA will otherwise have a visible border when merging the final image. You can manually adjust this. We recommend 4-20pixels depending on image size and AA settings.
The image splitting is a very fast and efficient method to render high resolution images across a c4d NET Render network. It is the preferred method for many professionals as it is very stable and more efficient as DR.
When you render in picture viewer the exact region you have chosen gets rendered only. This is a great time saver and usable for high resolution detail previews or for rerendering only parts of the image ( if there was a mistake p.e.)