If I am using LC and BF as my GI calc methods, but I choose to have a glossy material calculated as an interpolated material, how does this work? Is the render a combination of LC (for secondary method), IRmap (for the interpolation) and Brute Force (for the primary method)?
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When using LC and Brute Force, what does interp do?
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When using LC and Brute Force, what does interp do?
Kind Regards,
Richard Birket
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http://www.blinkimage.com
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Is it so obvious that nobody can say? (probably!)Kind Regards,
Richard Birket
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http://www.blinkimage.com
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Probably only Vlado knows But it does seam like in half a second it says it's doing passes after LC and it goes straight to rendering then...still I think it would take longer and look similar to IR if it was really using interpolation. You know when you have -3, -2 for IR, and say -3, -1 for interpolation, you actually see the interpolations last pass, usually very dark image.www.hrvojedesign.com
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Mmm. Related to this, I have a question about vraylights and 'store with irradiance map' on those lights. If I am rendering using LC and BF, does this option not do anything?Kind Regards,
Richard Birket
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http://www.blinkimage.com
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I guess it won't make much of a difference when lc is your primary gi method. if you switch to bf as primary, and lc as secondary though, and check store with irr map, you shouldn't get any direct lighting.
best way to find if there's any difference, loss or gain in speed, is to do a couple of tests on the specific scene you're working on though.
as for your first question, interpolation for glossy reflections/refractions works pretty much like the irr map. as you say the rendering will be a combination between lc, bf, and a method quite similar to irr map for locally defined glossy reflections.
edit:
just realized I wrote lc instead of bf, but of course is as Colin says.Last edited by rivoli; 16-02-2011, 02:58 AM.
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