From the course: V-Ray 3.0 for 3ds Max Essential Training
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Understanding brute force GI
From the course: V-Ray 3.0 for 3ds Max Essential Training
Understanding brute force GI
- Brute Force is a term applied to a problem solving method that simply tries all possible permutations available in order to crack a given problem. Because the Brute Force GI mode in V-Ray adopts this try all possible permutations approach it is a system that is theoretically capable of producing a perfect GI solution. The Brute Force GI engine, which was for a brief time called DMC GI in V-Ray, is a calculation method that in many ways is the opposite of the Light Cache system that we have already looked at. It is extremely good at picking out detail in a scene, it can be slow, sometimes very slow when asked to calculate a high number of light bounces in an environment, it is not adaptive in any way at all, it has very few interface controls, two in fact, and is generally at its most effective when used as the Primary bounce engine. Unlike the biased irradiance mapping and Light Cache systems, Brute Force recomputes GI values for every single shaded point, doing so separately and…
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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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