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Comment: Added Katana images

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Maya Advanced Global Illumination Settings




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Katana Advanced Global Illumination Settings



Global Illumination

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Cinema 4D Global Illumination



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Maya Global Illumination




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Katana Global Illumination




The Global Illumination settings tab covers the use of indirect lighting in your scene.

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Bounces: 1

Primary GI only. The right tiles are only lit by the direct lighting on the center illuminated tile.

2

Primary and Secondary GI. The indirect lighting on the right tiles is now bouncing off once and illuminating the left tiles. The ground below the right tiles now also receives extra illumination from this additional bounce.


Secondary Engine

Sets the secondary global illumination engine that will be used on all indirect lighting bounces after the first. The options available for Secondary GI engine and their pros and cons are:

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Secondary Engine: Brute Force

Even with Brute Force GI 4000 rays, there is noise everywhere.

Irradiance Point Cloud

The results are much cleaner and the frame was completed in nearly half the time.


Conserve Reflection Energy

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Maya Brute Force GI




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Katana Brute Force GI




Info

Brute Force GI section is only visible when Primary or Secondary GI Engine is set to Brute Force

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Maya Irradiance Caching




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Katana Irradiance Caching




Info

Irradiance Caching section is only visible when Primary GI Engine is set to Irradiance Cache

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Rays: 100

Irradiance Cache time: 1.5 seconds

Many splotches visible in wall corners and between the wall blades.

2000

2.4 seconds

Splotches are greatly

improved

reduced.



Info

Scenes that contain several lights (or fewer big lights) can typically use fewer rays (between 500 and 1000). If the scene contains very few bright lights or not enough lighting is coming through small openings (windows) the number of rays might have to be increased a lot to get clean results. Some architectural interior scenes require ray counts as high as 2000 – 4000 for a perfectly clean result.

Not all irradiance cache points need the same number of rays. For example, some points might be in 'exposed' areas and can be seen by several lights – these points only need a few rays to get a clean result. Other points, on the other hand, might be hidden behind objects and might have a hard time finding light – these points need more rays. Redshift takes care of this situation using adaptive sampling, i.e. it automatically adjusts the number of rays for each irradiance cache point based on the specified Adaptive Amount and Adaptive Error Threshold parameters covered below.

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Maya Irradiance Caching Preset Options




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Katana Irradiance Caching Preset Options




The Preset section allows you to quickly switch between pre-defined quality settings that adjust the Irradiance Cache settings covered below.

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Max Rate: -1

Min Rate: -3

The max rate being -1 is the reason why there are lighting artifacts around the thin geometry

0

-3

Increasing the max rate to 0 solves these issues.


Color Threshold

Controls how aggressive changes in color contrast are detected in the irradiance cache points and inserts more points around areas of high contrast.

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Maya Irradiance Point Cloud




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Katana Irradiance Point Cloud




Info

Irradiance Point Cloud section is only visible when Secondary GI Engine is set to Irradiance Point Cloud

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Samples Per Pixel: 0

The points are noisy due to the low Samples Per Pixel.

64

With more Samples Per Pixel the IPC computation stage takes longer, but the artifacts are improved.



Filter Size

Controls how many IPC points are used by the primary GI engine.

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Retrace Threshold: 0

Samples Per Pixel: 8

The IPC points are noisy because the samples per pixel count is low so most of the IPC points are being used in these difficult areas because of the low Retrace Threshold so artifacts appear near corners.

3


The final rendering is a bit slower but much smoother with a higher Retrace Threshold even though the samples per pixel count was not changed.


Show Calculation

When enabled, it shows the color results of the rays shot from the camera during the Irradiance Point Cloud calculation in order to help better visualize the results.

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