Modo Twinmotion Golaem 8 released. V-Ray 5 for 3ds Max, update 2 released. ArmorPaint 0. Check out what's new in the latest version of texture painting software. A few of the Blender add-ons that were released recently by creators in the Blender community. You need to be logged in to leave a comment. Don't have account? Register now.
Featured articles. Join Evermotion Challenge ! The illumination at those points is then computed as direct illumination. If Global illumination is also being used at the same time, Final Gather calculates the total incoming illumination in the scene [called irradiance]. Final Gather rays are emitted in many directions from a sample point and stop according to the settings in the Final Gathering section of the Render Setting window.
Because Final Gather rays do not bounce, secondary surfaces are not taken into consideration. However, when rays hit geometry, material shaders may cast secondary reflection, refraction, or transparency rays, as long as those secondary rays are specular or glossy, not diffuse. Final gathering eliminates the low frequency variation in the global illumination that often results if too few photons are used.
This can be pretty patchy, so some smoothing is done much like Gouraud smoothing to even things out. In this fashion, the algorithm delivers an approximation of the global illumination in the scene, with color bleed, soft shading, and indirect illumination up to a point. Global illumination aka "forward ray-tracing" or "photon-mapping" starts at the light sources and shoots rays into the scene, distributing light to the various surfaces, and bouncing it diffusely to subsequent surfaces.
It answers the question, "Where does the light go in the space? Final Gather starts at the camera and asks, "What light is diffusely reflected out of the scene in front of me? Basic group Enable Final Gather When on, the mental ray renderer uses final gathering to create global illumination or to improve its quality.
Tip: Without final gathering, global illumination can appear to be patchy, but final gathering increases rendering time. Leave Enable Final Gather off to preview the scene, and then turn it on for the finished rendering. Increasing the number of photons used to calculate global illumination can also improve global illumination.
Note: When you use this method, before rendering each animation frame, the Rendered Frame Window shows the final-gathering precalculation for all segments.
Tip: When adjusting final render settings it's often helpful to visualize the final gather points; to do so, turn on Diagnostics and choose the Final Gather option. Note: When Global Illumination is on, changing this setting has no effect. Advanced group Noise Filtering Speckle Reduction drop-down list Applies a median filter using neighboring final gather rays that are shot from the same point.
This parameter lets you choose a value from a drop-down list. Trace Depth group The Trace Depth controls are similar to those for calculating reflections and refractions, but they refer to the light rays used by final gathering, rather than to rays used in diffuse reflection and refraction. Depth Limits the combination of reflection and refraction. Reflection and refraction of a light ray stop when the total number of both equals the Maximum Depth setting.
Reflections Sets the number of times a ray can be reflected. At 0, no reflection occurs. At 1, the ray can be reflected once only. At 2, the ray can be reflected twice, and so on. Refractions Sets the number of times a ray can be refracted. At 0, no refraction occurs. At 1, the ray can be refracted once only. At 2, the ray can be refracted twice, and so on.
Use Falloff Limits Ray Distance When on, uses the Start and Stop values to limit the length of light rays used for regathering before using the environment color. This can help improve regathering time, especially for scenes that are not fully enclosed by geometry.
0コメント