Page History
...
Section | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Light Cache Parameters
...
Section | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
...
Anchor | ||||
---|---|---|---|---|
|
...
As we add more samples, the noise is reduced, but the render times increase.
Section | |||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
Anchor | ||||
---|---|---|---|---|
|
...
Note the difference in the noise level between the samples.
Section | ||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
Anchor | ||||
---|---|---|---|---|
|
Example: Path Guiding
...
Both examples compare renders with both enabled and disabled path guiding and adaptive dome lighting. The results are shown using the Sample Rate render element.
See the Path Guiding with Intel® Open PGL in V-Ray article or more information.
Section | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
Section | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
Mode
...
Section | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
On Render End
Section | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
Example: Retrace Threshold
...
The first set of images shows how the Use retrace threshold option alongside the Retrace threshold value can be used to reduce light leaks due to the light cache interpolation. The scene is an interior with parts of the exterior visible. For the GI settings, Brute Force is used for primary bounces (it is selected as the Primary engine in the GI tab of the Render Settings) and Light cache is the Secondary engine.
...
The bright light cache samples from the exterior blend with the darker samples from the interior, causing light leaks when the light cache is calculated. The Use retrace threshold option (with the default Retrace threshold value of 2.0) successfully resolves the problem at the expense of increased calculation time for the light cache. When disabled, corners in the scene produce light leaks and inaccurate shadows. This is visible in the shelving unit and on the ceiling's adjacent wall. When enabled, light leaks are successfully eliminated at the expense of longer calculation time.
Section | ||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
UI Text Box | ||
---|---|---|
| ||
If a higher Retrace threshold value is used, while light leakage and artifacts disappear, brute force would be used for a larger area and, as a result, the render may appear more noisy. Therefore the default value of 2.0 is sufficient in most cases. |
Section | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Notes
...
Fancy Bullets | ||
---|---|---|
| ||
|
...