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Click
Create Shooting
to open the Shooting Definition dialog box then access the
Indirect Illumination tab:
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Select the Active check box to activate Final
Gathering. Once it is selected, the other boxes are activated.
Final Gathering acts like an energy transmitter in
the sense that the light striking the object is not only computed
from the light sources you may have defined but also from the other
elements composing the scene.
More precisely, the hemispherical area surrounding each shaded
point is used to calculate the light energy. Rays are sent in the
appropriate directions in this hemisphere and, as the light bounces
from one object to another, the light energy is computed on any
surfaces surrounding the object. This is what we call "indirect
illumination": |
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In the Rays box, define the number of rays
that are going to be sent at random from each pixel in the hemisphere to
calculate the indirect illumination factor which will be multiplied by
the material diffuse parameter
coefficient.
As a consequence, no indirect illumination is computed for materials with
a null diffuse value.
For instance, in case of a complex scene with many
elements and light sources, choosing a high number of rays is a
good idea to have a fine result (at the cost of a lower
performance). |
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The trick is to
balance the rendering quality and the computation duration:
- setting a too low number produces a low quality image since
soft patterns of light and shadow may appear but the shooting
duration is shorter
- on the other hand, setting a too high value produces a high
quality image since a great number of rays are fired but the more
rays, the longer the shooting duration.
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Indicate the Maximum radius in millimeters.
This parameter is used to allow better performance
and represents an interpolation: a final gather result could be
computed for each pixel but computation time would be unbearable in
most cases. As indirect illumination tends to vary rather slowly,
it is possible to interpolate from previous final gather results
and still get an accurate result.
Each time a final gather point is requested to
compute the indirect illumination on a pixel, neighbouring results
are checked to see if they can be reused with minimal interpolation
errors.
Maximum radius represents the maximum distance of
previous final gather points to be reused. As a consequence, any
previous points located at a distance greater than the maximum
indicated (i.e. outside a sphere whose radius is the maximum radius
you indicated) are not taken into account.
Usually, the illumination in a wall does not vary
much when you just move over a minimal distance. But in a corner,
artifacts may appear if one wall uses points from the other. This
is avoided by the maximum radius criterium. |
A useful schema to determine the correct value to be used is to
first set a high maximum radius then decrease it progressively
until you reach a value that does not produce artifacts for the
given scene.
Note:
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If set to 0, the maximum radius is computed from
the scene extent.
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The lower the maximum radius, the smoother the
shading and the more accurate the illumination as rays are sent
closer from each other.
However, there is a price to pay in performance when setting a
low value since the number of Final Gathering steps is increased.
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Once Final Gathering is activated, you
can select the Do not use ambient option in the
Material area in order not to take into account the material ambient
coefficient when computing indirect illumination.
Ambient coefficient corresponds to the light
intensity diffused in any direction by the object, even if not lit
by any light source. This parameter affects the whole object,
including the shadowed area. |
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Click OK to validate your parameters.
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While tuning your scene parameters, start
using a few number of rays (i.e. a value < 100) with a high maximum
radius. Then, when satisfied with the scene definition, you can
increase the number of rays and decrease the maximum radius value. |
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Click
Render Shooting
then select either the Render Single Frame
button or the Render Animation
button, depending on the type of render you want to create.
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