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Global Illumination (or GI) is the illumination in a scene that effectively comes from reflected (or bounced) light as opposed to coming directly from a light source. This enables more naturalistic and accurate lighting solutions.

The bounces of indirect illumination can be classified as primary diffuse bounces and secondary diffuse bounces:

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  • A primary diffuse bounce occurs when a shaded point is directly visible by the camera, or through specular reflective or refractive surfaces. V-Ray always uses Brute Force for them.
  • A secondary bounce occurs when a shaded point is used in GI calculations.

For detailed information on the Brute Force and Light Cache settings, please go to their respective page:

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For further information on the two types of GI engines, please see the Indirect Illumination Reference page.

UI Paths:

||V-Ray Shelf|| > ROP Parm > Renderer tab> Global Illumination tab

||out Network|| > V-Ray > V-Ray Renderer > Renderer tab > Global Illumination tab

V-Ray menu > Render Settings > Renderer tab > Global Illumination tab

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