Monte Carlo (MC) sampling is a method for evaluating “blurry” values (anitaliasing, depth of field, indirect illumination, area lights, glossy reflections/refractions, translucency, motion blur, etc). V-Ray uses a variant of Monte Carlo sampling called Deterministic Monte Carlo (DMC).

The difference between pure Monte Carlo sampling and Deterministic Monte Carlo is that the first uses pseudo-random numbers which are different for each and every evaluation (and so re-rendering a single image will always produce slightly different results in the noise), while Deterministic Monte Carlo uses a pre-defined set of samples (possibly optimized to reduce the noise), which allows re-rendering an image to always produce the exact same result. By default, the Deterministic Monte Carlo method used by V-Ray is a modification of Schlick sampling, introduced by Christophe Schlick.

Instead of having separate sampling methods for each of the blurry values, V-Ray has a single unified framework that determines how many and which exact samples are to be taken for a particular value, depending on the context in which that value is required. This framework is called the DMC sampler.

Adaptive amount – controls the extent to which the number of samples depends on the importance of a blurry value. It also controls the minimum number of samples that will be taken. A value of 1.0 means full adaptation; a value of 0.0 means no adaptation.

Minimum samples – determines the minimum number of samples that must be made before the early termination algorithm is used. Higher values will slow things down but will make the early termination algorithm more reliable

Noise threshold – controls VRAYforC4D’s judgement of when a blurry value is “good enough” to be used. This directly translates to noise in the result. Smaller values mean less noise, more samples and higher quality. A value of 0.0 means that no adaptation will be performed.

Global Subdiv multiplier – this will multiply all subdivs values everywhere during rendering; you can use this to quickly increase/decrease sampling quality everywhere. This affects everything, except for the lightmap, photon map, caustics and aa subdivs. Everything else (dof, moblur, irradiance map, brute-force GI, area lights, area shadows, glossy reflections/refractions) is affected by this parameter.

Time dependent – when this option is Off, the sampling pattern will be the same from frame to frame in an animation. Since this may be undesirable in some cases, you can turn this option On to make the samping pattern change with time. Note that re-rendering the same frame will produce the same result in both cases.