General

Global Illumination is getting more and more standard today, VRAYforC4D is built from ground up to not only support it, but to be built directly for using the best GI algorithms around. 

 

But what is GI, and what is it for?

 

In real world all what we see is possible due to light that travels from the light source to objects and being reflected by these objects traveling to the next objects etc.

 

So the light is almost endless reflected from surface to surface. each object has a certain amount of reflection (only absolute black bodies do not reflect, like a black whole in space). Through reflection we see colors and light intensity, so basically what we see is all about light.

 

Classic render engines without GI do not consider the reflection of light, they only calculate the light between the source and the first surface the light hits - this obviously very unrealistic and can only be partly compensated by good and skilled artists.

 

Also the render engines today do not replace the need for an artist of course, but they give a much more powerful tool to play with light and surface properties, light in CG now behaves very close to how we see it in nature, and it became much more predictable.

 

It is reflected between the objects in many bounces, so a room p.e. that has only one window is automaticly filled with light, also in the parts where the sun beams do not directly hit a surface. Also luminance in objects or HDRI images add real light to the scene, the VRAYforC4D lights also have a physical size in space and a physical correct intensity (in real world units) and falloff.

 

The VRAYforC4D material again is the counterpart to a good GI engine, VRAYforC4D has a highly advanced BRDF material model that has physical properties for all kind of reflections (mirror and glossy) and refraction (when light travels through a volume body), both: reflections and refractions can use an IOR (index of refraction) like most real world materials, and anisotropy like materials with directional microstructure. The refraction takes volume, depth and surface structure into account and therefore also can scatter light for things like sandblasted glass, wax, translucent leaves, skin, plastics etc.

 

The combination of VRAYforC4D lights, VRAYforC4D brdf materials, and different high end GI algorithms all together gives the unsurfaced image - and light quality famous in VRAYforC4D.

 

The human eye is capable of seeing the most fine nuances of color and light, and therefore it is just good to use the best tools available, VRAYforC4D is one of them, delivering ultra highend quality, combined with great speed, and still being highly adaptive and versatile, to give the artist the choice to break the laws of physics where he wants to.

 

Examples for an image calculation with GI or without GI to see the main difference:
no GIGI on
No Global IIllumination (left image), the light (c4d sun) comes from the light source and hits the surfaces., no further light transportation is calculated, good for certain cinematographic effects but far from reality.

With GI Button (right image) simply turned on you see, much more is happening, this is still just one light source, but also the scattering of the light is calculated within the image, also the areas where the light does not come to directly gets lit, the shadows are softer (area shadows), also the colors are different as the blue sky reflects diffuse in to the shadow parts, where the sun is more dominant the slight yellow sunlight is visible, specially for architects, designers and others that want to have close to really world light behavior GI can be a big advantage and help.

Approaches to indirect illumination

VRAYforC4D implements several approaches for computing indirect illumination with different trade-offs between quality and speed:

 

Which method to use? That depends on the task at hand. The Examples section can help you in choosing a suitable method for your scene.

Primary and secondary bounces

The indirect illumination controls in VRAYforC4D are divided into two large sections: controls concerning primary diffuse bounces and controls concerning secondary diffuse bounces. A primary bounce occurs when a shaded point is directly visible by the camera, or through specular reflective or refractive surfaces. A secondary bounce occurs when a shaded point is used in GI calculations. 

 

It often is very efficient to mix to different engines: one for the primary and one for the secondary bounces, to have the advantages from both. One engine can be faster for one thing and the other for another aspect. If you select one or two GI methods you will see that the corresponding GI setting tabs will be visible, the non chosen GI methods will be hidden for more visible clearness. 

 

VRAYforC4D can combine them in an intelligent way to give you high speed with very high quality at the same time, also for certain animation types it makes sense to mix fast smooth solutions with physical accurate ones p.e. Combining 2 engines for primary and secondary GI is actually the standard way to work in VRAYforC4D.

Parameters

[GI interface]GI on - turn indirect illumination on and off.

 

Save Gi Settings - you can save yours GI settings.

 

Load Gi Settingsyou can load previously saved yours GI settings.

 

Presetsthis dropdown list allows you to choose from several presets for some of the irradiance map parameters. You can use these to quickly set the color, normal and distance thresholds, as well as the min/max rates. The following presets are available:

 

Note that the presets are targeted for a typical 640x480 image. Larger images usually can do with lower Min/Max rates than those specified in the presets.

GI Caustics

GI caustics represent light that has gone through one diffuse, and one or several specular reflections (or refractions). GI caustics can can be generated by skylight, or self-illuminated objects, for example. However, caustics caused by direct lights cannot be simulated in this way. You must use the separate Caustics section to control direct light caustics. Note that GI caustics are usually hard to sample and may introduce noise in the GI solution.

 

Reflective - this allows indirect light to be reflected from specular objects (mirrors etc). Note that this is not the same as Caustics, which represent direct light going through specular surfaces. This is off by default, because reflective GI caustics usually contribute little to the final illumination, while often they produce undesired subtle noise.

 

Refractive - this allows indirect lighting to pass through transparent objects (glass etc). Note that this is not the same as Caustics, which represent direct light going through transparent objects. You need refractive GI caustics to get skylight through windows, for example.

Post-Processing

These controls allow additional modification of the indirect illumination, before it is added to the final rendering. The default values ensure a physically accurate result; however the user may want to modify the way GI looks for artistic purposes.

 

Saturation - controls the saturation of the GI; a value of 0.0 means that all color will be removed from the GI solution and will be in shades of gray only. The default value of 1.0 means the GI solution remains unmodified. Values above 1.0 boost the colors in the GI solution.

 

Contrast - this parameter works together with Contrast base to boost the contrast of the GI solution. When Contrast is 0.0, the GI solution becomes completely uniform with the value defined by Contrast base. A value of 1.0 means the solution remains unmodified. Values higher that 1.0 boost the contrast.

 

Contrast base - this parameter determines the base for the contrast boost. It defines the GI values that remain unchanged during the contrast calculations. 

 

Save Maps per Frame - when this option is on, VRAYforC4D will save all GI maps (irradiance map, photon map, caustic, light maps) if in options they set to Auto-Save.

Primary bounces

Multiplier - this value determines how much primary diffuse bounces contribute to the final image illumination. Note that the default value of 1.0 produces a physically accurate image. Other values are possible, but not physically plausible.

 

GI engine - the list box specifies the method to be used for primary diffuse bounces.

 

Irradiance map - selecting this will cause VRAYforC4D to use an irradiance map for primary diffuse bounces. See the Irradiance map section for more information.

 

Photon map - selecting this option will cause VRAYforC4D to use a photon map for primary diffuse bounces. This mode is useful when setting up the parameters of the global photon map. Usually it does not produce good enough results for final renderings when used as a primary GI engine. See the Photon map section for more information.

 

Brute force - selecting this method will cause VRAYforC4D to use direct computation for primary diffuse bounces. See the brute force section for more information.

 

Light cache - this chooses the light cache as the primary GI engine. See the Light cache section for more information. 

Secondary bounces

Multiplier - this determines the effect of secondary diffuse bounces on the scene illumination. Values close to 1.0 may tend to wash out the scene, while values around 0.0 may produce a dark image. Note that the default value of 1.0 produces physically accurate results. While other values are possible, they are not physically plausible.

 

GI engine - this parameter determines how VRAYforC4D will calculate secondary diffuse bounces.

 

None - no secondary bounces will be computed. Use this option to produce skylight iimages without indirect color bleeding.

 

Photon map - selecting this option will cause VRAYforC4D to use a photon map for primary diffuse bounces. This mode is useful when setting up the parameters of the global photon map. Usually it does not produce good enough results for final renderings when used as a primary GI engine. See the Photon map section for more information.

 

Brute force - selecting this method will cause VRAYforC4D to use direct computation for primary diffuse bounces. See the Brute force section for more information.

 

Light cache - this chooses the light cache as the primary GI engine. See the Light cache section for more information.

Notes