From the course: V-Ray Next: Unreal Engine Rendering

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Working with the GI engines

Working with the GI engines

From the course: V-Ray Next: Unreal Engine Rendering

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Working with the GI engines

- [Instructor] In this exercise, we're going to be taking a look with the GI engines available in Vray for Unreal, given that it is these tools that will provide the bounce light that helps make our lighting set ups look really good. Starting with the brute force option, which is actually the default first bounce engine in all the version of Vray these days. Now, just to help explain that statement for users who may be completely new to GI in Vray, it does need to be noted that Vray has always split the calculation of bounce light into two stages, often referred to as the primary, and secondary phases, so the primary phase handles the first of initial bounce of light, this being the one that typically contributes the most in terms of adding extra light to a scene, whilst the secondary phase handled by default by the light catch engine in Vray for Unreal, takes care of any further light bounces that may be needed, or wanted…

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