From the course: V-Ray 2.0 for Maya Essential Training
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Using brute force GI - V-Ray Tutorial
From the course: V-Ray 2.0 for Maya Essential Training
Using brute force GI
Time now to examine the final GI engine we will be working with in this chapter. This, of course, is the Brute force system. So with our now familiar GI room loaded, let's again run through the process of setting up V-Ray's global illumination systems. So into the Render Settings window; let's go into Indirect Illumination. I want to turn everything on. Now, by default, we get Irradiance map, and Brute force set up as our Primary, and Secondary bounce engines. As we are focusing on Brute force, let's set that in the Primary bounce slot, and let's turn off Secondary bounces for now. Now, one thing that we do want to say right at the start: there are probably very few experienced V-Ray users who would choose to use Brute force for an interior GI solution, that is, unless there was a very specific need for it. Now, that can happen if we have lots of complex geometry; if we have very detailed geometry in the scene, then brute force may be the best option for you. It will really pull out…
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Contents
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Global illumination (GI) explained3m 55s
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Understanding primary and secondary bounces3m 34s
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How irradiance mapping works5m 30s
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Using irradiance mapping, part 14m 35s
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Using irradiance mapping, part 25m 44s
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How light cache works3m 48s
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Using light cache7m 58s
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Understanding brute force GI2m 18s
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Using brute force GI7m 3s
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