From the course: SketchUp: Rendering with V-Ray Next
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Creating a light cache solution
From the course: SketchUp: Rendering with V-Ray Next
Creating a light cache solution
- [Narrator] In this exercise, we are once again going to work with our interior scene in order to create another GI solution. Only this time, using the Light Cache engine, meaning that the first thing we will want to do here with the asset editor open is set Light Cache to be the primary ray or primary bounds engine, whilst once again setting the secondary option to none. Now, the default Light Cache settings that we normally get, as with the irradiance mapping engine, are designed to give us a fairly decent level of both quality and speed, straight out of the box. Although in this particular instance, the settings are assuming that we will be using Light Cache in its more suitable role as the secondary ray engine. So if I go ahead and reset to the default value of 1,000 subdivs here and take a render, we are instantly able to note a couple of things. Firstly, that we do get a really high level of illumination in the scene.…
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