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LIGHTING
author:
Wouter Wynen
April 2006
INTRODUCTION
This tutorial assumes you have already completed the previ-
ous tutorials in the tutorial list.
The disadvantage of this option is that ary light bounces.You will need to improve
there will be more first bounce GI light, the IR map settings, resulting in longer GI
but worse, also more secondary bounced calculation, but the actual rendering of the
GI light (calculating detailed GI light, image will be a lot faster, as there are no
especially second bounce, is very proces- difficult area shadows to render anymore.
sor intensive). This means you have to rely The total render time (GI calculation +
on IR map and QMC GI calculations for raytracing the image) will be a lot lower
the creation of nice shadows. In product than when you use true raytraced area
renders this is not such a big problem, shadows (here GI calculation will go faster,
because there will not be much second- but actual raytracing will take a lot longer,
ary bounces anyway. Light that hits the top so combined total result is much longer).
of the spheres for example (first bounce),
will bounce back (second bounce) right See top image with following settings:
into the sky. So this second bounce will - adaptive QMC AA 1/4
have no effect on the rendering. Only a bit - noise threshold=0.002 in QMC sampler
will bounce in between floor and objects, rollout
or from one object to the other. But the - IR map: see settings below top image
secondary bounces will not have such a big As you can see, render times are cut in
influence on lighting and shadow creation. half, and compared to the raytraced area
shadows examples, there is absolutely no
This will become more of a problem in noise at all! But shadows are a bit less
interior scene lighting. There, the second precise.
bounce will not go to the sky, but it will
probably hit a ceiling or wall, bouncing Go to the IR map settings and change the
again and again... So in these scenes, the min/max to -4/-3 and the HSph subdivs to
secondary bounces do have a great im- 20. In the QMC sampler rollout set noise
pact on final lighting look and shadows. threshold to 0.005 again. These are very
So in this case, it would be a good idea to fast test render values. Render the image
reduce the amount of GI light, by replacing again. Notice how less detailed the shad-
the first bounce by direct light (‘store with ows are now (bottom image, spheres look
IR map’ turned off). Think about it, instead like they float a bit). But hey, 11.3 seconds
of relying on first bounce GI light to start is not bad for a fully antialiased image :-)
with, you now start with direct light which
will illuminate a lot of the scene already
(quality is perfect, it is direct light), then
there is first bounce (IR map) and then
second bounce. I will show this in the inte-
rior lighting tutorial.
Standard
HDR Studio
Images
Lighting
in V-Ray