Chris-TC
02-08-2006, 09:38 PM
Hi everybody,
I ran a couple of final gathering tests today and discovered something pretty strange.
I did these tests in XSI and I'm very interested whether my findings can be reproduced using Maya. Also I'd be interested if anyone knows what causes this behaviour.
So, here is the simple scene setup:
http://www.digipiction.de/var/multi1.jpg
It is a basic corridor. The walls are spaced 3 meters apart, the ceiling is 3 meters high. The material for walls, ceiling and floor is a simple Lambert (50% grey) without reflectivity or anything fancy.
In the screenshot you can see where the camera is pointing. At the end of the corridor I have placed a block with a constant white material and a brightness of 200. This ensures that the block generates final gathering. There's no light in the scene.
So here we go, I'll post the relevant settings:
FG Bounce - 0
FG Reflection Trace Depth - 2
FG Refraction Trace Depth - 2
FG Total Trace Depth - 4
http://www.digipiction.de/var/multi2.jpg
At the default settings without multibounce turned on, all we see is black. This was to be expected.
If I keep increasing the bounce amount, I'll start to see a bit of illumination:
FG Bounce - 4
FG Reflection Trace Depth - 2
FG Refraction Trace Depth - 2
FG Total Trace Depth - 4
http://www.digipiction.de/var/multi3.jpg
What's interesting at this point is that if I add one more bounce, Mental Ray throws a warning:
warn 082069: finalgather diffuse depth 4 too high set to reflection 2 + refraction 2
I've ran several tests and found out that the amount of Reflection and Refraction Trace Depth needs to add up to the Total Trace Depth and the amount of multi bounces needs to be below this Total Trace Depth. Otherwise, Mental Ray will throw a warning.
Nevermind, let me not get sidetracked here. So you can see that at 4-2-2-4 we get a bit of illumination.
Now it gets interesting. Check this out:
FG Bounce - 4
FG Reflection Trace Depth - 3
FG Refraction Trace Depth - 2
FG Total Trace Depth - 5
http://www.digipiction.de/var/multi4.jpg
I increased the Reflection Trace Depth and suddenly we get a lot more illumination! Once again, the lambert corridor is not reflective!
We can push it further:
FG Bounce - 4
FG Reflection Trace Depth - 4
FG Refraction Trace Depth - 2
FG Total Trace Depth - 6
http://www.digipiction.de/var/multi5.jpg
We get even more illumination. Now what happens if we decrease the reflection depth? Since nothing in the scene is reflective, you'd think that it doesn't matter.
But it does:
FG Bounce - 4
FG Reflection Trace Depth - 1
FG Refraction Trace Depth - 2
FG Total Trace Depth - 3
http://www.digipiction.de/var/multi6.jpg
Suddenly we get less illumination than originally - in this case the image turns practically black again.
Can anybody explain what's causing this behavior? Why does the Reflection Trace Depth influence the amount of illumination?
During these tests I also found out that final gathering is not ideal in extreme cases of bounced light. By adding a sphere into the scene and cranking up the settings I can get some nice illumination but it's still splotchy and the render times are insane. Photon mapping certainly would be faster in a case like this.
http://www.digipiction.de/var/multi7.jpg
Cheers,
Chris
I ran a couple of final gathering tests today and discovered something pretty strange.
I did these tests in XSI and I'm very interested whether my findings can be reproduced using Maya. Also I'd be interested if anyone knows what causes this behaviour.
So, here is the simple scene setup:
http://www.digipiction.de/var/multi1.jpg
It is a basic corridor. The walls are spaced 3 meters apart, the ceiling is 3 meters high. The material for walls, ceiling and floor is a simple Lambert (50% grey) without reflectivity or anything fancy.
In the screenshot you can see where the camera is pointing. At the end of the corridor I have placed a block with a constant white material and a brightness of 200. This ensures that the block generates final gathering. There's no light in the scene.
So here we go, I'll post the relevant settings:
FG Bounce - 0
FG Reflection Trace Depth - 2
FG Refraction Trace Depth - 2
FG Total Trace Depth - 4
http://www.digipiction.de/var/multi2.jpg
At the default settings without multibounce turned on, all we see is black. This was to be expected.
If I keep increasing the bounce amount, I'll start to see a bit of illumination:
FG Bounce - 4
FG Reflection Trace Depth - 2
FG Refraction Trace Depth - 2
FG Total Trace Depth - 4
http://www.digipiction.de/var/multi3.jpg
What's interesting at this point is that if I add one more bounce, Mental Ray throws a warning:
warn 082069: finalgather diffuse depth 4 too high set to reflection 2 + refraction 2
I've ran several tests and found out that the amount of Reflection and Refraction Trace Depth needs to add up to the Total Trace Depth and the amount of multi bounces needs to be below this Total Trace Depth. Otherwise, Mental Ray will throw a warning.
Nevermind, let me not get sidetracked here. So you can see that at 4-2-2-4 we get a bit of illumination.
Now it gets interesting. Check this out:
FG Bounce - 4
FG Reflection Trace Depth - 3
FG Refraction Trace Depth - 2
FG Total Trace Depth - 5
http://www.digipiction.de/var/multi4.jpg
I increased the Reflection Trace Depth and suddenly we get a lot more illumination! Once again, the lambert corridor is not reflective!
We can push it further:
FG Bounce - 4
FG Reflection Trace Depth - 4
FG Refraction Trace Depth - 2
FG Total Trace Depth - 6
http://www.digipiction.de/var/multi5.jpg
We get even more illumination. Now what happens if we decrease the reflection depth? Since nothing in the scene is reflective, you'd think that it doesn't matter.
But it does:
FG Bounce - 4
FG Reflection Trace Depth - 1
FG Refraction Trace Depth - 2
FG Total Trace Depth - 3
http://www.digipiction.de/var/multi6.jpg
Suddenly we get less illumination than originally - in this case the image turns practically black again.
Can anybody explain what's causing this behavior? Why does the Reflection Trace Depth influence the amount of illumination?
During these tests I also found out that final gathering is not ideal in extreme cases of bounced light. By adding a sphere into the scene and cranking up the settings I can get some nice illumination but it's still splotchy and the render times are insane. Photon mapping certainly would be faster in a case like this.
http://www.digipiction.de/var/multi7.jpg
Cheers,
Chris
