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GI "life" multiplier or similar

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  • GI "life" multiplier or similar

    Is it possible to add a multiplier which can change the way light spreads in GI precalculations. So it let the light ray to travel and scatter longer and not to die so early.
    I suppose the result will be exaggerated shadow occlusion when still using weak lights. It will be usefull lighting low light dim scenes.
    Excuse my ignorance if such multiplier or solution already exist.

  • #2
    You're excused if you promise to give a thorough read here :

    http://www.spot3d.com/vray/help/150R1/



    Lele

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    • #3
      Lele,

      If you mean Secondary bounces multiplier - it is fixed to max1.0 and on other hand it would just multiply the overall strength of the sec. bounces and will not change the lenght of traced path.
      If you mean QMC GI "secondary bounces" -> "It controls the number of light bounces that will be computed", but it controls where to stop getting in count bounces and not how far it will bounce. For examle let set bounces to 8 but light falloff algorithm is phisically accurate and most of the samples will not live till 8, and on the 3-4 bounce would have no visual effect .

      To be more accurate I want light falloff multiplier which would allow the light rays to bounce deeper in the scene and to produce noticable effect. If possible of course.

      I tried to find such thing which can change the life of the ray but I couldn't.

      If there is something I've did not notice please show the right place where to read.

      ---------------
      I'll be happy to see color bleeding control in GI too.

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      • #4
        You could always set the Generate GI multiplier per object to something higher than 1. It would give you more light on the inside but may produce some weird results as there's potential for the surfaces to radiate more light than is actually in the scene, leading to some weird feedback where the light levels grow exponentially. I think this is why the multiplier is locked at 1 now (it used to go to 11 ).
        www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

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        • #5
          dlparisi,
          don't want more light, but to scatter existing light deeper. Also deeper is not so important as every next bounce to have more energy.
          other suggestions?

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          • #6
            Sorry to bring it up, but the solution really is LWF. You argued against this in Nikki's thread but this is exactly what it acheives. There is no "multiplier" but using proper LWF allows for less light to travel deeper into interiors.

            EDIT: I reread this post and thought I should rephrase... LWF allows using less light which will actually appear travel deeper into the interior.
            www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

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            • #7
              Originally posted by dlparisi
              Sorry to bring it up, but the solution really is LWF. You argued against this in Nikki's thread but this is exactly what it acheives. There is no "multiplier" but using proper LWF allows for less light to travel deeper into interiors.

              ZIING!!!

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              • #8
                lol

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                • #9
                  <gulp>
                  sigpic
                  J. Scott Smith Visual Designs


                  https://jscottsmith.com/
                  http://www.linkedin.com/in/jscottsmith​
                  http://www.facebook.com/jssvisualdesigns​

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                  • #10

                    very happy to see you again.

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                    • #11
                      another solution is using the lightcache.
                      that's 100 bounces for you.
                      Oh, and possibly a slight 2.2 gamma applied

                      Lele

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                      • #12


                        *wipes tear from eye*

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                        • #13
                          eheheh
                          =:-/
                          Laurent

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                          • #14

                            Realise that I did write a lot of trash in the poll. Sorry for that. It's offen happen to me to get fired in totaly wrong causes. That's me

                            I was wrong on following:
                            -light scatter more - its only appear to scatter more.
                            -LWF results are not photorealistic - OK, in dim (interior, cloudy) scenes it produce better results than working in Gamma 1.0. It's looks closer to real life lighting because of the occludded shadows look. But not when there is harsh light presented(sunny exteriors, sunspot in the interior), then working with Gamma 1.0 is easier to setup. Thats why I decide to ask for another possible solution, (if I'm not totally wrong again), a real light "equilizer".

                            And to cut nonconstructive debates let stick on argueing on "the wish" and not on LWF. It's apparently that my "wish" is not presented among "buttons".

                            LWF is great solution. But why to not develope vray more.

                            best regards
                            appreciate your attention on my posts

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                            • #15
                              You might wish to check out my script pack on scriptspot (Lele's VRay Tools): it contains a matrix exposimeter that does "equalize" light.
                              As well as an old-ish video tutorial i prepared a while back on the tips and tricks section of the forum, which deals with outdoor lighting under sun and sky.
                              What it does is to lower the diffuse coefficient of surfaces (speeding up GI tracing by 2.5X), and to bump it back up with the (in)famous 2.2 gamma.
                              For exteriors, it works pretty consistently and with eye-pleasing (read: photographically close) results.
                              In interiors, it still works, but one needs to be a bit more careful, and might need a slightly higher multiplier for diffuse values.
                              Throughout the mammoth thread you'll find various samples and tests that speak for themselves.

                              VRay IS developed to a really really nice toolset.
                              It's my firm belief that it should not constrain the user too much, but leave freedom to explore.
                              And that it does marvelously.
                              Do dig a bit deeper in the forum and you'll see.

                              Lele

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