Good morning all visulisation artist : )
i am starting in a new studio using vray in about a week. i have been primarily MentalRay user for last 8 years, using vray occasionally.
first i was quite suprised to find lots of similarities, however there are just one thing that seems bit confusing regarding GI primary bounce and secondary bounce.
just to give brief explanation on mentalRay approach to GI (for better or worse, Mray do not offer such extensive list of GI engines to choose from).
assuming using both Photons (equivalant to… photon in vray) + finalGather (apparently equivalant to irridiance map, however, i found lightCache to be very similar also).
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render starts -
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photons are emitted, bounced around the scene. photons are great for getting lights deep into a space (though not as accurate).
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final gather starts after photon emission and calculations are done. final gather generates GI according to the “surface” thus having photon GI previously calculated is contributed to FG. in Mray community FG is explained as to be used to smooth the photons map (or fill in accuracy, enhance detail of GI).
anyway, summary is, photon + FG combination works quite well, and makes logical sense to me. neither of the GI calculation is wasted, rather used for their strenghts in symbiotic manner. and you get a single GI (even though photon map is saved, really FG is the Gi solution being used, which is built based/or collaborated with photonMap). As ultimately, GI is information how much “bounced” light should be added when calculating appearance of a shader when a ray hits at render time.
Vray offers mixture of two different engines for primary bounce and secondary bounce. what i am finding interesting is that, user can choose two independent engines for those two bounces, such as IM + LC, IM + PM, QMC + IM etc etc.
and lot of the times, they don’t seem to be working in conjunction (as example given with photon+FG in mentalRay) to each other, but rather as two independent GI scheme, used in different circumstances(primary or secondary). as in if one was to use IM + LC, you generate LC GI solution, then you generate IM GI solution.
i guess what is confusing me is how does “primary bounce” and “secondary bounce” actually differentiate?
definition i found thats helpful…
Indirect illumination that is directly visible by a cameras view or visible in the reflection and refractions from other objects is referred to as a Primary Bounce. Indirect illumination that simply used in the overall calculation of GI in a scene is referred to as a Secondary Bounce.
I can’t stress enough that this is not a question about Vrays excellence. as that has been proven in field by huge user base. and i am sure its my mis-understanding thats causing all this. so would love to get some input from other advanced vRay users to help me understand.
so the question is…
A. why does vray use two different engines to generate GI solution. As in two independent solution which seems that it needs to be calculated seperately anyway. wouldn’t it be better to use single GI solution generated by single GI engine at higher quality, or colloboration of two engines such as photon + FG in mentalRay.
B. what exactly does differenciate primary bounce and secondary bounce? like it would be very helpful if someone can illustrate like i did above explaning mentalRay, what happens to a ray in vRay as it is being rendered.
i will try putting my current understanding and see if someone can help me correct it or refine it.
example using IM + LC
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render starts.
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lightCache solution is calculated to its settings, finished.
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irridiance solution is calculated to its settings, independent to lightCache solution i am understanding. finished.
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assuming using fixed rate of 1 for AA (meaning on overSampling)
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a ray is shot from camera where pixel 1 should be, it hits a surface which is visible to camera (or reflection) so vRay will use IM GI solution to add GI to the surface. question here is, does LC GI solution being used here as well?
it would be so helpful if someone can help me fill in the rest.
again, in no way i am trying to undermine vRay, i am sure i am not fully understanding the mechanics behind it all, and would really appreciate if someone can give me some assistance in understanding it better : )
i know its a long question, with handful of questions, but i really would appreciate any help : )
looking forward to your replies!


