To calculate an infinite amount of light bounces would be crazy, so Vray has some ways to optimize this. So after an infinite amount of bounces, the lights energy reaches zero. Each time a bounce occurs, the light loses a bit of energy, depending on the properties of the surface it hits (it gets reflected more or less, gets absorbed more or less depending on the surface material properties). In reality, light keeps bouncing around until it loses all its energy. This results in much more natural and photorealistic lighting compared to traditional non GI renderers.
![turn on sun in vray rhino turn on sun in vray rhino](https://1.bp.blogspot.com/-1Zcxgw5VVMw/UNGQhHW5PzI/AAAAAAAAZAk/69gsd1InVlI/s1600/2.jpg)
Renderers that use global illumination algorithms take into account not only the light coming directly from light sources (=direct light), but also the light that is bounced off all surfaces (=indirect light). It is an extension to 3DS Max, not a replacement! For example things like the material editor, creating and manipulating objects, modifiers etc should all be familiar before trying to learn Vray. This tutorial was created with Vray version 3.0, please do not email me with questions about this tutorial if you are using a Vray version prior to V-ray 3.0, since the answer to your question is most likely that you're using a older version.įirst learn 3D Studio Max, then start with Vray. We will not go into detail about every setting, it's just a general guide. This tutorial covers some basics about global illumination, and the different algorithms V-ray provides to calculate it.
Turn on sun in vray rhino free#
Feel free to link to this page of course! (see also Terms of Use) I don't like the tutorials to float around in 10 different versions and places on the net.
![turn on sun in vray rhino turn on sun in vray rhino](https://macdesignstudio.files.wordpress.com/2011/04/gi-texture_1.jpg)
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