To find lamps and surfaces emitting light, both indirect light sampling, that is, letting the ray follow the surface bidirectional scattering distribution function (BSDF), and direct light sampling, that is, picking a light source and tracing a ray towards it, are used. Rays are traced from the camera into the scene, bouncing around until they find a light source such as a lamp, an object emitting light, or the world background. ![]() It works well for most lighting setups, but it is not as suitable for caustics and some other complex lighting situations. Cycles currently supports a path tracing integrator with direct light sampling. ![]() The integrator is the rendering algorithm used to compute the lighting. The Cycles options manage settings for the built-in Raytraced display mode.
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