Great tutorial, but leaves me with a few questions.
1) Why a fish eye camera for the light cache calc. phase?
2) Do you switch to standard camera when you calc. the irradience map?
3) Why do you need to use the light cache for first and second bounce?
4) Why exactly do you have to calculate the light cache in one pass and then do the irradience calc. in a seperate phase? Is it because you only need to do one frame for the light cache to get the full gi solution since it is set to fly-through?
5) Do you want to keep 'store direct light' off when doing the light cache? I noticed on the tutorial file it was turned on and I imagine this saves a lot of time.
6) In the last Q&A, it says "You can have the light cache saved with the irradiance map". I don't understand that part. Can somebody explain that? Is it faster to not have the 2nd bounce turned on, or is it faster to "use light cache for glossy rays"?
Well, I guess thats it. Thanks in advance.
1) Why a fish eye camera for the light cache calc. phase?
2) Do you switch to standard camera when you calc. the irradience map?
3) Why do you need to use the light cache for first and second bounce?
4) Why exactly do you have to calculate the light cache in one pass and then do the irradience calc. in a seperate phase? Is it because you only need to do one frame for the light cache to get the full gi solution since it is set to fly-through?
5) Do you want to keep 'store direct light' off when doing the light cache? I noticed on the tutorial file it was turned on and I imagine this saves a lot of time.
6) In the last Q&A, it says "You can have the light cache saved with the irradiance map". I don't understand that part. Can somebody explain that? Is it faster to not have the 2nd bounce turned on, or is it faster to "use light cache for glossy rays"?
Well, I guess thats it. Thanks in advance.
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