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This course introduces the features of the V-Ray 2.0 rendering engine and demonstrates how to extend the range of Maya with its state-of-the-art tools, such as irradiance mapping, fur and hair textures and shaders, and stereoscopic 3D rendering. The course covers critical concepts such as creating basic materials, image sampling, color mapping, subdivs, and lighting, as well as the Render Elements, RT, and physical rendering workflows in V-Ray. Exercise files are included with the course.
Brute force is a term used to designate a problem-solving method that simply tries all possible permutations to crack a given problem. Because the Brute force GI mode in V-Ray adopts this all possible permutations approach, it is theoretically capable of producing a perfect GI solution. The Brute force GI engine, which was, for a brief time, called DMC GI, is a calculation method that in many ways is the opposite of the Light cache system.
It is extremely good at picking out scene detail; it is slow when asked to calculate high number of light bounces. It really is not adaptive in anyway at all. It has very few interface controls; in fact, it has only two, and is generally at its best when used as a primary bounce engine. Unlike irradiance mapping, and light cache, the brute force method recomputes the GI values for every single shady point separately and independently from other points.
No interpolation of any sort takes place. There is no averaging across points. In fact, there is no sharing of information between brute force samples at all. A big plus to this approach comes in the form of memory usage. The brute force method uses hardly any RAM at all while it is performing its calculations. So again, let's step you through the process; the basic calculation process of brute force's working method. As brute force is, again, view-dependent, the first rays traced from the camera, sent out into the scene; they are used to determine the points, or samples from which a GI solution is going to be calculated.
If brute force is set as the primary bounce engine, multiple rays are traced from each single point into the scene. The number of rays traced from each point will depend on the value we set in our Brute force Subdivs parameter. If Brute force GI is used as the secondary bounce engine, then from every point hit by a primary ray, a single secondary ray will be traced. The number of bounces taken by that secondary ray will be determined by the value set in our Secondary bounces parameter.
Let's move on to taking a look at putting the Brute force GI mode to work in our interior test scenes.
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