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AnchorSettingsGI SettingsGI
Global illumination
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SettingsGI |
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See this page for details on the different GI engines. |
By default global illumination (GI) is disabled in an empty scene (with the exception of GPU mode where you can't disable GI). You need to set SettingsGI::on to 1 to enable tracing of secondary rays. Any photorealistic render needs GI, so apart from some kind of debuggingof debugging, you will always want to enable GI.
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The Irradiance map is configured through through SettingsIrradianceMap.
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See this page for details on the algorithm and its parameters. |
The main two parameters are:
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The Light cache is configured through through SettingsLightCache.
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See this page for details on the algorithm and its parameters. |
There are a lot of parameters for fine tuning and fixing specific problems but the main parameter is:
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You can also add scene-wide volumetric effects through the environment_volume list.
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See this page for details. |
A special case is the Sun-Sky system. V-Ray has a special procedural texture, TexSky, for these environment slots that is coupled with SunLight. The color of the environment depends on the position of the Sun.
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Although the name doesn't hint at it, the CameraPhysical plugin plugin is a settings plugin (singleton). It modifies the way camera rays are shot for effects like DoF (depth of field) and distortion and how they are integrated into the image - exposure. The position and orientation of the camera is still defined by RenderView. Many of the parameters are exactly the same as on a real world DSLR or video/movie camera.
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Most parameters are well described in this page, as well as in the previous lessons Introduction and DoF and MB. |
We will only add a few things here:
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This is controlled by SettingsColorMapping.
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For parameter descriptions see this page. |
The default values when you create a SettingsColorMapping plugin are different from the recommended values in 3dsMax and Maya for legacy reasons. These are the values you should use for new scenes:
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