Gerri4D Posted December 7, 2002 Share Posted December 7, 2002 Well, ::mrcs::, Dave, I'm sure that Photon map method don't cast indirect light shadows, with GI bounce=1 When you set GI bounce=2 Photon map is use only for the direct light, the inderct light is calculate by the QMC engine. So the render time go away.... The technique that in tutorial is calling "regathering" save render time becasue with the photon map "QMC samples are "pointed" in the right direction" but is true only for direct light My test: Inderect light ON Directional+Sky Render time 50sec GI bounce=1 Photon in est. 64 Search rad. 400 The same but Inderect light OFF Directional+Sky Render time 50sec GI bounce=1 (is off by default) Photon in est. 64 Search rad. 400 No difference, just little more brightness the second image. Link to comment Share on other sites More sharing options...
marcos Posted December 9, 2002 Share Posted December 9, 2002 i've (exactly my net friends) made some tests and conclusion is, that there is no way to get indirect shadows and light from flares without using regathering tried even with 8 000 000 photons and small radius and still there is no indirect shadows the worst thing is that rendering with regathering takes 8-10 times more than rendering without it [ December 13, 2002, 04:49 AM: Message edited by: ::mrcs:: ] Link to comment Share on other sites More sharing options...
Craig Ramsay Posted December 10, 2002 Share Posted December 10, 2002 Yeah im doing an office interior at the moment with Brazil. To be honest I never use photon maping. I messed with it a while ago but to get really good quiality renders it seemed to take just as long as GI and didn't look as good I love the quality of Brazils GI so I just stick to that and distribute my renders over the network so it's not bad for rendertimes Craig Link to comment Share on other sites More sharing options...
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