You would need to use 12 or so light bounces to get an even light distribuion in an interior scene. The reason behind this is that in the real world light bounces a near infinite amount of times, and with each bounce of light, light is transported and illuminates the scene.
Obviously on a computer we can not have and infinite amount of light bounces, so we make a rough estimate; 12 bounces. Anymore than that, and the difference is negligable.
Dont believe me? Try it yourself, model a simple room out a box and cut a hole in it for the window, place a Vray light in the hole hit render with 1 bounce, doesnt look to good does it? Yeh because 1 bounce of light is only 1 step above having no gl at all, then put the bounce number to 6, 10, or 12 depending on what looks the best.
If too low a bounce number is used things start getting burned out very quickly! Yes a solution is to use exponential/HSV mapping with the dark multiplier cranked, but it looks unnatural and really undersaturated.
Sorry to rant on like that, but I just thought id share my knowledge a bit with everyone, because ive seen people do this alot (low no. of light bounces) then ask 'why does my scene look so unnatural?'
Obviously on a computer we can not have and infinite amount of light bounces, so we make a rough estimate; 12 bounces. Anymore than that, and the difference is negligable.
Dont believe me? Try it yourself, model a simple room out a box and cut a hole in it for the window, place a Vray light in the hole hit render with 1 bounce, doesnt look to good does it? Yeh because 1 bounce of light is only 1 step above having no gl at all, then put the bounce number to 6, 10, or 12 depending on what looks the best.
If too low a bounce number is used things start getting burned out very quickly! Yes a solution is to use exponential/HSV mapping with the dark multiplier cranked, but it looks unnatural and really undersaturated.
Sorry to rant on like that, but I just thought id share my knowledge a bit with everyone, because ive seen people do this alot (low no. of light bounces) then ask 'why does my scene look so unnatural?'
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