From the course: V-Ray 3.0 for 3ds Max Essential Training
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Using irradiance mapping: Part 2
From the course: V-Ray 3.0 for 3ds Max Essential Training
Using irradiance mapping: Part 2
- Having already created a basic irradiance mapping solution, we are in this video, going to work at refining what we have. As you can see in our render, taken from where we left off in the previous exercise, we currently have a very blotchy GI solution that really doesn't work as a final production quality lighting set up. The question really is how can we go about improving things? Well, one thing we could do is give the irradiance mapping engine a helping hand. We can do this by making use of a sky portal in the scene. In the layer explorer then, let's unhide our "Sky Portal" layer, and after selecting the now visible V-Ray light, make certain that it is both enabled and set to function as a sky portal. With this option turned on, the color and multiplier parameters of the V-Ray light are actually ignored as the light will now take its color and intensity values from the environment setting behind it. In fact, because we have no real geometric object sitting outside of our room, we…
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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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