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Here is a scene rendered with different GI algorithms in VRay. Combining
the different GI engines allows great flexibility in balancing time versus
quality of the final image.
QMC GI, 4 bounces. The image is darker because only 4 light bounces
are computed. Notice the grain and the long render time.
Irradiance map + QMC GI, 4 bounces. The image is darker because only
4 light bounces are computed. The grain is gone, although the GI is
a little blurry (see the GI caustics below the glass sphere).
Light cache only. Very fast, but shadows are blurry (Store
direct light for the light map is on).
Light cache and direct lighting (Store
direct light is off).
QMC GI + light cache, there is some grain in the GI but is a lot
faster than QMC GI alone.
Irradiance map + light cache; probably the best quality/speed ratio.
Photon map only, notice the caustics from the glass sphere, as well
as the dark corners.
Photon map and direct lighting
Photon map with precomputed irradiance only; splotchy, but faster
than a raw photon map.
Irradiance map + photon map, notice the dark corners and incorrect
shading on the letters.
Irradiance map + photon map with retracing of corners; corners are
better although still a little dark
Irradiance map + photon map with precomputed irradiance, with corner
retracing
Irradiance map + light cache with GI caustics enabled (notice the
slowdown because of the caustics)
Light cache in Progressive path tracingMode with photon-mapped caustics.
Render time is quite high.
Example 2: GI caustics
This example shows GI caustics generated by a self-illuminated object:
Example 3: Light bounces
This example shows the effect of the number of light bounces on an image:
Direct lighting only: GI is off
1 bounce: irradiance map, no secondary GI engine
2 bounces: irradiance map + QMC GI with 1 secondary bounce
4 bounces: irradiance map + QMC GI with 3 secondary bounces
8 bounces: irradiance map + QMC GI with 7 secondary bounces
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