Page History
...
Overview
...
Section | |||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Light Cache Parameters
...
Section | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Mode
Section | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
On Render End
Section | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
|
...
Anchor | ||||
---|---|---|---|---|
|
...
Example: The Subdivs Parameter
The Subdivs parameter controls the number of rays that are shot into the scene, and the "noise" quality of the light cache samples.
...
As we add more samples, the noise is reduced, but the render times increase.
Section | ||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
...
Anchor | ||||
---|---|---|---|---|
|
Example: The Sample Size Parameter
The The Sample size parameter controls the size of the individual light cache samples. Smaller values produce a more detailed lighting solution, but are noisier and take more RAM. Larger values produce less detail, but take less RAM and may be faster to calculate.
...
Note the difference in the noise level between the samples.
Section | ||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
Example: The Scale Parameter
The World Scale option determines whether the Sample size and Filter size parameters are in screen space, or world space.
In the table below the World Scale checkbox is not enabled, meaning that the Screen scale is used, and the scene was rendered with different image and world sizes. The Sample size was constant (the default value of 0.02) for all images.
As you can see, we always get the same number of light cache samples for all cases, regardless of resolution or scene size - in fact, when scaled to the same size, the images look identical. This is why the Screen Scale is applicable to a large variety of scenes.
Section | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||
|
...
border | true |
---|
...
width | 10% |
---|
Resolution 250x300
Column | ||
---|---|---|
| ||
Column | ||
---|---|---|
| ||
Column | ||
---|---|---|
| ||
|
...
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
...
border | true |
---|
...
width | 10% |
---|
Resolution 500x600
Column | ||
---|---|---|
| ||
Column | ||
---|---|---|
| ||
Column | ||
---|---|---|
| ||
...
border | true |
---|
...
width | 10% |
---|
Resolution 1000x1200
Column | ||
---|---|---|
| ||
Column | ||
---|---|---|
| ||
Column | ||
---|---|---|
| ||
In the table below, the World Scale mode was used. Again, the scene is rendered at three different resolutions and scales, but with the same light cache parameters. The sample size was set to be 1/6th of the sphere radius in the scene at normal scale.
You can notice that the number of samples again does not depend on the image resolution, but it does depend on the scene size.
Also notice how the samples near the camera appear larger because of the perspective - in comparison to the Screen scale mode, which compensates for this effect and tries to make the samples with more or less equal size on the image.
Section | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||
|
Section | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||
|
...
border | true |
---|
...
width | 10% |
---|
Resolution 500x600
Column | ||
---|---|---|
| ||
Column | ||
---|---|---|
| ||
Column | ||
---|---|---|
| ||
...
border | true |
---|
...
width | 10% |
---|
Resolution 1000x1200
Column | ||
---|---|---|
| ||
Column | ||
---|---|---|
| ||
Column | ||
---|---|---|
| ||
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 | ||
---|---|---|
| ||
|
...
|