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We will Start with a very simple indoor scene similar to our
setup for parametric
lighting. The floor is blue and the walls are greyish. We will
place a light outside the window and make it cast ray-traced
shadows.

Now change Maya's renderer to Mental Ray.
The first thing we need to do to start a global illumination
setup is to make the light emit photons. Open the lights attribute
editor (select the light > CTRL A). Open the Mental Ray folder,
then the "Caustic and Global Illumination" subfolder and then check
the "emit photons "check box.
Finally in order to get global illumination working we need to
enable it in the render globals. Open the render globals, under the
Mental Ray tab open the Quality folder, then the "Caustics and
Global Illumination" subfolder and check the "global illumination"
checkbox. You might also want to enable raytracing for Mental Ray
(in the "General" subfolder).
We can adjust the amount of global illumination by varying the
exponent and energy levels. The exponent is like a decay, as the
value decreases, the intensity increases. The energy (RGB) increases
the colour intensity, red green and blue.
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| Energy = 8000 |
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| Exponent = 3 |
Exponent = 2 |
Exponent = 1 |
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| Exponent = 2 |
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| Energy = 2500 |
Energy = 5000 |
Energy = 10000 |
You will notice that while there is light bouncing, the quality
of the bounced light is very spotty. If we increase the number of
photons the size of the spot decrease.
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| Exponent=2, Energy=8000 |
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| GI Photons = 10,000 |
GI Photons = 50,000 |
GI Photons = 200,000 |
This decreases the size of the spots, but this is still too
messy. Now we can turn to the render globals to adjust the
GI accuracy. By default
the GI accuracy is 64, but increasing it can reduce the amount of
spottiness.
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| GI accuracy = 1 |
GI accuracy = 100 |
GI accuracy = 200 |
Also adjusting the GI
radius can influence the spottiness of the
render
.1]) |
.1]) |
.1]) |
| GI radius = 0.1 |
GI radius = 0.5 |
GI radius = 1 |
For the GI setup, we will use the following parameters -
Exponent = 2 - Energy (RGB) = 10,000 - GI photons = 100,000
- GI accuracy = 150 - GI radius = 1
Final Gather Now
in order to let the light continue to bounce around the room we can
use Mental Ray's final gather. Final gathering is a technique for
estimating global illumination for a given point by either sampling
a number of directions over the hemisphere over that point (such a
set of sample is called a final gather point), or by averaging a
number of nearby final gather points since final gather points are
too expensive to compute for every illuminated point.
To turn final gather on check the Final Gather checkbox inside
the Final Gather
subfolder. The accuracy of the render using Final Gather will
increase with the number of Final Gather
Rays, but the time required to render increases
dramatically with each new final gather ray added.
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.1]) |
.1]) |
| Final Gather Rays = 100 |
Final Gather Rays = 200 |
Final Gather Rays = 400 |
The next step in improving render speed is to work with the
Final Gather Max/Min
radius. Typically we should aim for around 0.1 of
the width of the rendered view for the Max Radius (in our case the
rendered view is around 10 units across, so Max Radius should be
around 1) The Min radius typically should be 0.1 of the Max Radius,
so for our case the Min radius would be around 0.1
.1]) |
.1]) |
.1]) |
FG Rays = 100
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FG Max Radius = 1 FG Min Radius
= 0 |
FG Max Radius = 1 FG Min Radius
= 0.1 |
FG Max Radius = 1 FG Min Radius
= 0.5 |
As you increase the FG Min Radius the render time decreases
accordingly.
With that we can now increase our render size and in the
Sample Quality subfolder of the
Mental Ray Render Globals change the Max
Samples to 2 and select Jitter.
.1]) Final
Render
Exponent = 2 Energy (RGB) = 10,000 GI photons
= 100,000 GI accuracy = 150 GI radius = 1 FG Rays =
200 FG Max Radius = 1 FG Min Radius = 0.1
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