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Overview
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The Brute force method for computing global illumination recomputes the GI values for every single shaded point separately and independently from other points. This method is very accurate, especially if you have many small details in the scene.
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This rollout is available only if Brute Force has been chosen as either the Primary Rays or Secondary Rays GI engine in the Global Illumination Settings.
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UI Path
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||V-Ray Asset Editor|| > Settings > Global Illumination > Brute Force
(When Brute Force is set as the Primary or Secondary Rays engine.)
Parameters
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Notes
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