Global Illumination - now even more global than ever!
This introduction to global illumination assumes that global
illumination is already part of your vocabulary (although you may not
use it in day to day speech with your mom) and that you know a little bit
about how it works already, so it won't go into the exact details about what's
going on.
So before I start, this is how my scene looks.
That's
pretty dull huh? Some coloured blobs just sitting there in a box. But what's
going on in the shadows? Where does the box end? I can't tell cause I can't see
it. Let me introduce you to the all seeing, all dancing concept of bounced
light, or global illumination if you prefer.
Next I set my GI type to
Monte Carlo, Turn on the Noise Reduction Sampelling and dial in some
numbers.
-I've set my GI samples to 9 to have something that computes
relatively quickly so I can see clearly if my samples are where I want them and
if the intensity is correct etc.
-I've set my GI bounced to 4. That means
that each ray of light is going to bounce not once, not twice, not thrice, but
FOUR whole times before it decends blissfully unaware of it's own exsistance and
immindent death into oblivion. What that will do is give me a lot of colour
bleeding in the globally illuminated areas. How many bounces to choose is a
balancing act between computation time and what you want your image to look
like. 1 bounce will give you very hard shadows and act kinda more like
an Ambient Occlusion pass with colour and shadows all included. Going from 1 to
2 you will get a pretty big increase in how bright your scene
looks so you may need to adjust the GI intensity. 2 is often a good
compromise where you get that nice looking second bounce without the render hit
of using more bounces. 3-8 tends to look great with lots of colour bleeding.
Over 8 the changes tend to become more imperceptible.
-I've set my Noise
Tolerance Max to 0.3. This is critical to where the GI samples will be
placed. As you can see in the image above which is a screen shot of the
rendering during the sampelling stage. What we can see there is that my samples
are quite nicely placed eggsactly where the corners of the box are and where the
items have a lot of curvature and where they meet the floor. That's cool, that's
eggsactly what we wanted. We can also see some of the strongly coloured bounces
in the samples and see what their colour values are. What's going to happen
here is that messiah will sample those dots for what their GI value is and then
smoothly interpolate between those samples.
Oooh look at that. There
wasn't really very much stuff going on in the shadows but there was some nice
colours there too! And I can totally see where the box edges are now. Wow.
That's clearly an improvement over what I had to start with. But wait,
there's something wrong. First of all the picture is too bright. And I can
clearly see that especially along the wall edges there are these little
splotches and things. That doesn't look even at all. Photoshop is way cooler
than messiah.
Let's remedy that. The reason there are splotches is that
even though our sample spacing was fine, the actual samples we used weren't
accurate enough. The reason it looks so bright is that when we're using 4 GI
bounces we have to adjust the GI intensity so the image doesn't blow out,
because there's way more light bouncing around now than when we started.
Here
I've adjusted my GI intensity down a bit so I can see more distinction in the
shadow side of the green blob for instance. I've also taken my GI samples up to
16 making them way more accurate. The render times are now longer (56
seconds here), but we can see that we've eliminated the splotchyness
that was ruining our last picture. Perhaps the GI samples could be lower and
still make the splotchyness go away but I just picked a setting that I knew
would work.
Something that you'll find out when you're trying to do
animation with GI is that sometimes when using this technique you can get GI
flickering if your samples aren't accurate enough. Since we know that increasing
the GI samples takes away splotches, this is also where you control the amount
of GI flicker you will see. However increasing your GI samples is a clear hit on
the render time, and you may want to avoid pushing your render times back up
(since low render times are way cooler than long ones). If you have GI flicker
there's a quicker method of removing it than sitting there waiting for long
renders to finish. Luckily there is a free tool that applies a post process to
your frames that takes away GI flicker on http://www.cemyuksel.com/software/TimeFilter/
As a side note: In this example I
used a spot light with ray traced soft shadows that are quite noisy. Before you
go adding heaps of anti aliasing on that to remove it, make sure that you set
your soft shadow quality in the light panel to a higher value. It is easier
to remove noise for the AA if there's less noise there in the first place.
Remember to eat 5 fruit or vegetables a day.
You can download the
messiah scene files here (originally
downloaded as a sample for kray www.kraytracing.com
)
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