On
- turns indirect illumination on and off.
GI caustics
GI caustics represent light that has gone through one diffuse, and one or
several specular reflections (or refractions). GI caustics can can be
generated by skylight, or self-illuminated objects, for example. However,
caustics caused by direct lights cannot be simulated in this way. You must
use the separate Caustics section to control direct light caustics. Note that GI caustics
are usually hard to sample and may introduce noise in the GI solution.
Refractive GI caustics - this allows
indirect lighting to pass through transparent objects (glass etc). Note that
this is not the same as Caustics, which represent direct light going through
transparent objects. You need refractive GI caustics to get skylight through
windows, for example.
Reflective GI caustics - this allows
indirect light to be reflected from specular objects (mirrors etc). Note
that this is not the same as Caustics, which represent direct light going
through specular surfaces. This is off by default, becase reflective
GI caustics usually contribute little to the final illumination, while often
they produce undesired sublte noise.
Post-processing
These controls allow additional modification of the indirect
illumination, before it is added to the final rendering. The default values
ensure a physically accurate result; however the user may want to modify the
way GI looks for artistic purposes.
Saturation - controls the saturation of
the GI; a value of 0.0 means that all color will
be removed from the GI solution and will be in shades of grey only. The
default value of 1.0 means the GI solution
remains unmodified. Values above 1.0 boost the
colors in the GI solution.
Contrast - this parameter works together
with Contrast base to boost the contrast of
the GI solution. When Contrast is 0.0, the GI
solution becomes completely uniform with the value defined by Contrast base.
A value of 1.0 means the solution remains
unmodified. Values higher that 1.0 boost the
contrast.
Contrast base - this parameter determines
the base for the contrast boost. It defines the GI values that remain
unchanged during the contrast calculations.
Save maps per frame - if this is
on, VRay will save the GI maps (irradiance,
photon, caustic, light maps) that have the auto-save option enabled, at the
end of each frame. Note that the maps will always be written to the same
file. If this option is off, VRay will write the
maps only once at the end of the rendering.
First (primary) diffuse bounces
Multiplier - this value determines
how much primary diffuse bounces contribute to the final image illumination.
Note that the default value of 1.0 produces a physically accurate image.
Other values are possible, but not physically plausible.
Primary GI engine - the list box specifies
the method to be used for primary diffuse bounces.
Irradiance map - selecting this will cause
VRay to use an irradiance map for primary diffuse bounces. See the
Irradiance map section for more information.
Global photon map - selecting this option
will cause VRay to use a photon map for primary diffuse bounces. This
mode is useful when setting up the parameters of the global photon map.
Usually it does not produce good enough results for final renderings
when used as a primary GI engine. See the
Global photon map section for more information.
Quasi-Monte Carlo - selecting this method
will cause VRay to use direct computation for primary diffuse bounces.
See the Quasi-Monte Carlo GI section for more information.
Light map - this chooses the light map as
the primary GI engine. See the
Light map section for more information.
Secondary diffuse bounces
Multiplier - this determines the effect of
secondary diffuse bounces on the scene illumination. Values close to 1.0 may
tend to wash out the scene, while values around 0.0 may produce a dark
image. Note that the default value of 1.0 produces physically accurate
results. While other values are possible, they are not physically plausible.
Secondary diffuse bounces method - this
parameter determines how VRay will calculate secondary diffuse bounces.
None - no secondary bounces will be
computed. Use this option to produce skylit images without indirect
color bleeding.
Global photon map - selecting this option
will cause VRay to use a photon map for primary diffuse bounces. This
mode is useful when setting up the parameters of the global photon map.
Usually it does not produce good enough results for final renderings
when used as a primary GI engine. See the
Global photon map section for more information.
Quasi-Monte Carlo - selecting this method
will cause VRay to use direct computation for primary diffuse bounces.
See the Quasi-Monte Carlo GI section for more information.
Light map - this chooses the light map as
the primary GI engine. See the
Light map section for more information.