![]() Image from ()Īs light rays bounce around in an environment, fewer light rays reach the parts that are hidden in corners, cracks, and crevices. !(img/maya/rendering/gl/gi_methods_00.jpg) Perhaps **80 percent of the illumination** in an environment is contributed by indirect (global) illumination, and simulating its effect is critical to creating realistic rendering. Bounced light rays are **indirect illumination**. If the light ray is reflected, it reenters the environment and continues to bounce off reflected surfaces until it is absorbed by another surface. In reality, when a ray of light hits an opaque surface, it is **either absorbed or reflected (or a little of both) by the surface**. Understanding concepts, differences, and uses of Global Illumination (GI), Final Gather (FG), and Caustics, and their application, often for a more photorealistic scene. ![]()
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