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    Gnomonworkshop Global Illumination: Exteriors 3DMax

    Gnomonworkshop Global Illumination: Exteriors 3DMax

    Gnomonworkshop Global Illumination: Exteriors 3DMax| 1.6 GB
    Genre: eLearning

    IT IS ALL ABOUT REFLECTION
    - The main concept of Global Illumination starts with reflection.
    - The way the rays react after they hit the surface is the key to the difference between specular and diffuse.
    - The roughness of the surface is what determines the right look.
    - Blurry reflections will give you the look of a rougher surface.
    - CG specular, such as the one used in a typical Blinn BRDF, is a fake reflection of a CG light source.
    - Blurry reflections can be achieved via scattering rays.
    - The more rays you use the longer the rendering time.
    - Diffuse light reflects off of surfaces in the same way but scattered in a much larger area.
    - The same principles apply to diffuse scatter, where the more rays we use the longer the rendering time.
    2. METHODS OF PRODUCING DIFFUSE SCATTER
    - There are two basic methods: reflecting the light throughout the entire scene and optimizing the samples for
    The viewport.
    - When using global illumination, we always need to pay attention to the exposure levels, in the same way that
    you need to pay attention to f-stop in a camera, since GI often uses real world lighting.
    - Radiosity uses the mesh to collect samples. Every vertex collects a light sample. Precise modeling is a key
    to Radiosity.
    - Radiosity bakes the lighting into the entire scene.
    - Photon mapping shoots rays from a light source.
    - Photon maps can be thought of conceptually like shadow maps. The bigger the map, the better the quality,
    the longer the rendering time.
    - Gathering methods, such as final gather or irradiance mapping, or QMC sampling, only look for diffuse
    bounce inside the viewport.
    - Quasi Monte Carlo (QMC) sampling shoot rays for every AA sample.
    - Irradiance mapping will use less samples in areas that don’t need it, and shoot more in areas that do.
    3. ENVIRONMENT LIGHT
    - Ambient light only works when taking occlusion into account.
    - When sampling the environment, if you don’t actually bounce the light around but are only checking to see if
    the geometry is occluding the environment, that is called Ambient Occlusion.
    - When you actually bounce the light around, then you are doing Global Illumination.
    - When lighting a scene with a skylight, you can add more light by increasing the multiplier of the sky.
    - Brighter shaders create brighter scenes since they reflect more light. Darker shaders absorb more light.
    - Brighter skylights and brighter shaders increase the rendering time since the rendering engine can’t be as
    adaptive with its samples, and more samples are needed.
    - You can use bounce cards rather then CG lights as fills, in the same manner that a photographer or DP would
    use on set.
    4. IMAGE BASED LIGHTING
    - The best type of image to use when doing image based lighting is a High Dynamic Range Image (HDRI) which
    represents 360 degrees of view.
    - The HDRI is the base of all the lighting in your scene.
    - A large library of HDRIs can provide a large number of lighting scenarios. Keep a large collection for different

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