From the course: V-Ray 3.0 for 3ds Max Essential Training
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How irradiance mapping works
From the course: V-Ray 3.0 for 3ds Max Essential Training
How irradiance mapping works
- Irradiance mapping is probably the most widely used of V-Ray's primary bounce GI engines, simply because it is effective, flexible and, at the basic level, pretty easy to use. In this particular video, given that understanding the basic principles behind how a technology works can often times go a long way toward helping us make good production choices, we want to quickly run through the basics of how irradiance mapping as a technology works. A couple of things that we need to know right from the start are that, firstly, irradiance mapping is a view-dependent global illumination technique. This means that the GI solution is calculated only from the rendering camera's point of view. If we move that camera once the irradiance map has been computed, the GI solution will most probably need to be recalculated. This is why by default, V-Ray's irradiance mapping system is set to completely recalculate each and every time we take a new render. We do, of course, have options available for…
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Contents
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Global Illumination explained3m 56s
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Understanding primary and secondary bounces3m 24s
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How irradiance mapping works5m 43s
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Using irradiance mapping: Part 14m 21s
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Using irradiance mapping: Part 25m 53s
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How light cache works3m 50s
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Using light cache5m 43s
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Understanding brute force GI2m 53s
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Using brute force GI4m 56s
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