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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
Subdivs
- 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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