The following parameters are added to the list of visible settings available from the Global illumination rollout when set to the Advanced Render UI Mode. GI caustics represent light that has gone through one diffuse, and one or several specular reflections (or refractions). GI caustics can be generated by skylight, or self-illuminated objects, for example. However, caustics caused by direct lights cannot be simulated in this way. You must use the separate Caustics section to control direct light caustics. Note that GI caustics are usually hard to sample and may introduce noise in the GI solution. Reflective GI caustics – Allows indirect light to be reflected from specular objects (mirrors etc.). Note that this is not the same as Caustics, which represent direct light going through specular surfaces. Refractive GI caustics – Allows indirect lighting to pass through transparent objects (glass etc.). Note that this is not the same as Caustics, which represent direct light going through transparent objects. You need refractive GI caustics to get skylight through windows, for example. Saturation – Controls the saturation of the GI; a value of 0.0 means that all color is removed from the GI solution and is in shades of gray only. The default value of 1.0 means the GI solution remains unmodified. Values above 1.0 boost the colors in the GI solution. Contrast – Works together with Contrast base to boost the contrast of the GI solution. When Contrast is 0.0, the GI solution becomes completely uniform with the value defined by Contrast base. A value of 1.0 means the solution remains unmodified. Values higher than 1.0 boost the contrast. Contrast base – Determines the base for the contrast boost. It defines the GI values that remain unchanged during the contrast calculations. Amb. occlusion – Enables or disables ambient occlusion. The multiplier controls the amount of ambient occlusion. A value of 0.0 produces no ambient occlusion, while higher values make the ambient occlusion effect more prominent. Radius – The ambient occlusion radius. Subdivs – Determines the number of samples used for calculating ambient occlusion. Lower values render faster, but might introduce noise. |