|

VRay for 3ds Max Manual
Brute Force GI
Search Keywords:
brute force, direct calculation, GI
General
This section is available only if you have chosen
Brute force as either the primary or the secondary GI engine.
The brute force method for computing global illumination recomputes the
GI values 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 brute force GI, you can use a faster method (the
photon map or
the light map) for approximating secondary GI bounces, while using the
brute force 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 V-Ray will trace. The number of
rays is proportional to the square of this number, but also depends on the
settings in the
DMC
sampler rollout.
Secondary bounces - this parameter is
available only if brute force GI is selected as a secondary GI engine. It
controls the number of light bounces that will be computed.
|