In this tutorial we’ll start talking about Final Gather and Global illumination usage and optimization. We’ll start talking about how to achieve a better result using FG and GI together and how to reuse it for animation.
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3 Responses to “Final Gather and Global Illumination Optimization”Leave a Comment















congratulations tutorial!!
nice information, just a note on GI.. the photon calculation can be very fast, in this case i assume that outside the room there wasn’t a floor mesh to receive and bounce photons, so, many photons are just lost in empty space thus making the calculation irregular and slow. a good photon distribution should run smooth in the calculation so if you see that the calculation stops for moments and takes long, its because many photons are not hitting geometry and letting them bounce.
mr sky portal helps fix this as shown on the tutorial, but using the sky portal light alone can help give very nice are light illumination so they shouldn’t just be considered for gi and fg.
nice site, really enjoyed watching your methods.
cheers
Hi Jeb, you are right. Infact it would be a good way to make it better. I tried to prepare an introduction to GI optimization, and soon I hope to release more in depth tutorials about it for Mental Ray and other rendering engine too. Thanks for you mail and suggestion and thanks for your support !
Alessandro