Since some users were wondering what is the use of the Dome light, here are some images rendered with a HDR-mapped dome light:
![](http://www.spot3d.com/vray/images/stuff/hdr_tests/dome_light_all.png)
Here is the result of one-bounce QMC GI with the same number of subdivs:
![](http://www.spot3d.com/vray/images/stuff/hdr_tests/qmc_gi_all.png)
Since the Dome light knows in advance what is the .hdr map, it can optimize the samples so that more rays are traced in the bright parts of the .hdr map, which greatly reduces the noise (and render times too).
These are some of the most difficult .hdr environments I've seen, since they contain small bright spots. Obviously, this is not a problem for the Dome light. However, using GI only would require lots and lots of time to get rid of the noise.
Best regards,
Vlado
![](http://www.spot3d.com/vray/images/stuff/hdr_tests/dome_light_all.png)
Here is the result of one-bounce QMC GI with the same number of subdivs:
![](http://www.spot3d.com/vray/images/stuff/hdr_tests/qmc_gi_all.png)
Since the Dome light knows in advance what is the .hdr map, it can optimize the samples so that more rays are traced in the bright parts of the .hdr map, which greatly reduces the noise (and render times too).
These are some of the most difficult .hdr environments I've seen, since they contain small bright spots. Obviously, this is not a problem for the Dome light. However, using GI only would require lots and lots of time to get rid of the noise.
Best regards,
Vlado
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