Default geometry - Internally Vray maintains four Ray casting engines. All of them are built around the idea of a BSP tre, but have diferent uses. The engines can be grouped into raycasters for non-Motion Blurred and for Motion Blurred geometry, as well as for static and dynamic geometry. This parameter determines the type of geometry for standard
3ds Max Mesh objects. Note that some objects (displacement-mapped objects,
Vray proxy and
VrayFur objects, for example) always generate dynamic geometry, regardless of this setting.
Static - All geometry is precompiled into an acceleration structure at the beginning of the rendering and remains there until the end of the frame. The static raycasters are not limited in any bien and Will consume as much memory as necessary.
Dynamic - Geometry is loaded and unloaded on the fly depending on which part of the scene is being rendered. The total memory taken up by the dynamic raycasters can be controlled by the dynamic memory limit parameter.
Auto - Some objects are compiled as static geometry, while others as dynamic.
V-ray makes the decisión on which type todo use based on the face count for an object and the number of its instances in the scene.