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Subdivs is a parameter trivially influencing the number of reflected rays, to which every original light ray splits, when it reflects from the object of a scene.
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Here present two parameters: Subdivs and Secondary bounces. Screenshot of V-Ray:: Brute force GI rollout located in Indirect illumination tab of 3ds Max Renders scene dialog. Of course, the more diffusely reflected rays of the indirect light will the direct light ray be divided into, the more detail and less noise will be on the final image. If you remember, it was previously considered that the light ray from the light source falls on the surface of the scene object and is divided into a number of other rays, which in turn, bombard other objects of the scene (remember the example of the dandelion). Exact Brute force GIÄ«rute force GI is a basic algorithm that establishes a fixed number of rays reflected from a point in the scene after hitting it by original ray of light. In this tutorial, we will consider the exact parameters and arguments for and against an Brute force GI vs Irradiance Map as the Primary bounces GI engine. In a previous tutorial on general GI settings and the principles of indirect Illumination, we learned what global Illumination is and why it is needed for photorealistic visualization. Hello everyone! We continue to setup a global illumination in V-Ray. Introduction Exact Brute force GI Approximate Irradiance Map Irradiance Map Basic Parameters Irradiance Map Detail Enhancement Irradiance Map Advanced Options Conclusion & Comments Introduction