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  VRay Home  ::  VRay Documentation Home ::  VRay Renderer Parameters  ::  VRay Quasi-Monte Carlo GI Examples

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Search Keywords: QMC, Quasi-Monte Carlo, GI

General

This section is available only if you have chosen Quasi-Monte Carlo GI as either the primary or the secondary GI engine.

The Quasi-Monte Carlo method for computing global illumination is a brute-force approach. It recomputes the GI value for every single shaded point separately and independently from other points. While very slow, this method is very accurate, especially if you have many small details in the scene.

To speed up Quasi-Monte Carlo GI, you can use a faster method (the photon map or the light map) for approximating secondary GI bounces, while using the Quasi-Monte Carlo method for the primary bounces.

Parameters

VRay Documentation - VRay Quasi-Monte Carlo GISubdivs - this determines the number of samples used to approximate GI. Note that this is not the exact number of rays that VRay will trace. The number of rays is proportional to the square of this number, but also depends on the settings in the QMC sampler rollout.

Depth - this parameter is available only if Quasi-Monte Carlo GI is selected as a secondary GI engine. It controls the number of light bounces that will be computed.

  

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