Testing the 2 ways of achieving Global illumination with Image-based lighting.First was done by creating environment light and applying an image in environment map.
This one had noise which can be resolved by increasing the "Pixel Samples".
Second was using Light Template and assigning a light shader called "gilight". Apply the environment map in it.
Researching on Global illumination purely from using Light template_gilight.Tested it using micropoly rendering and physically-based rendering.
When rendering with PBR, the value of "Diffuse Limit" under PBR tab has to be above "0" to get the bounce light, 1 = 1 bounce and so on. (Like final gather's secondary diffuse bounce)
This is global illumination on a shader level. By adding "irradiance VOP" inside your shader, GI will be rendered on which ever geometry with that material.The other gray torus has the exact same material which does not contain "irradiance VOP".
Another thing picked up today was the "Headlight Creation" checkbox in Mantra > Objects Tab. This switches on/off the default lights created, start with a completely black render when dealing with lighting.
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