Graphics Programs Reference
In-Depth Information
Summary
Let's summarize what we have covered in this chapter with regard to fine tuning our
scene.
Although our initial lighting setup hadn't left us with too much to do, the test renders
taken did reveal areas of noise in both the Spot and Dome light contribution that re-
quired some attention to the sampling rates, especially so with the dome light.
The global illumination solution that we were producing still had visible noise (or
splotches as render artists like to call them) that needed cleaning up and so we
tweaked some parameters in both the Irradiance map and Light cache controls. We
then learned how to save a calculated GI solution to disk and reuse it so as to drastic-
ally speed up subsequent renders. We were also able to demonstrate how to work
with both global (image sampler) and local (materials and lights) subdiv values to get
as much quality and speed from our final render as possible.
With all of that taken care of, we are now ready to move onto the final phase of the
project, post-production. This is where we take our rendered output from V-Ray and
turn it into something that has even more of a photographic feel.
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