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Light caching (sometimes also called light mapping) is a technique for approximating the global illumination in a scene. This method was developed originally by Chaos Group specifically for the V-Ray renderer. It is very similar to photon mapping, but without many of its limitations. The light cache is built by tracing many many eye paths from the camera. Each of the bounces in the path stores the illumination from the rest of the path into a 3d structure, very similar to the photon map. On the other hand, in a sense, it is the exact opposite of the photon map, which traces paths from the lights, and stores the accumulated energy from the beginning of the path into the photon map. Although very simple, the light-caching approach has many advantages over the photon map:
Even with these advantages, light caching is similar in speed to the photon map and can produce approximations to the global lighting in a scene very quickly. In addition, the light cache can be used successfully for adding GI effects to animations. Of course, the light cache has some limitations:
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These parameters affect the calculation phase of the light cache; they do not affect the final rendering. |
Subdivs |
This determines how many paths are traced from the camera. The actual number of paths is the square of the subdivs (the default 1000 subdivs mean that 1 000 000 paths will be traced from the camera). |
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Sample size |
This determines the spacing of the samples in the light cache. Smaller numbers mean that the samples will be closer to each other, the light cache will preserve sharp details in lighting, but it will be more noisy and will take more memory. Larger numbers will smooth out the light cache but will loose detail. This value can be either in world units or relative to the image size, depending on light cache Scale mode. |
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Scale |
This parameter determines the units of the Sample size and the Filter size
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Passes |
The light cache is computed in several passes, which are then combined into the final light cache. Each pass is rendered in a separate thread independently of the other passes. This ensures that the light cache is consistent across computers with different number of CPUs. In general, a light cache computed with smaller number of passes may be less noisy than a light cache computed with more passes, for the same number of samples; however small number of passes cannot be distributed effectively across several threads. For single-processor non-hyperthreading machines, the number of passes can be set to 1 for best results. |
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Store |
With this option, the light cache will also store and interpolate direct light. This can be useful for scenes with many lights and irradiance map or direct GI method for the primary diffuse bounces, since direct lighting will be computed from the light cache, instead of sampling each and every light. Note that only the diffuse illumination produced by the scene lights will be stored. If you want to use the light cache directly for approximating the GI while keeping the direct lighting sharp, uncheck this option. |
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Show |
Turning this option on will show the paths that are traced. This does not affect the calculation of the light cache and is provided only as a feedback to the user. This option is ignored when rendering to fields - in that case, the calculation phase is never displayed. |
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Adapt |
When this option is on, V-Ray will store additional information about the incoming light for each light cache sample, and try to put more samples into the directions from which more light coming. This may help tp reduce the noise in the light cache, particularly in the case of caustics. |
These parameters control how the light cache is used in the final rendering, after is has been calculated. |
Pre-filter |
When this is turned on, the samples in the light cache are filtered before rendering. Note that this is different from the normal light cache filtering (see below) which happens during rendering. Prefiltering is performed by examining each sample in turn, and modifying it so that it represents the average of the given number of nearby samples. More prefilter samples mean a more blurry and less noisy light cache. Prefiltering is computed once after a new light cache is computed or loaded from disk. |
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Filter |
This determines the type of render-time filter for the light cache. The filter determines how irradiance is interpolated from the samples in the light cache.
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Gloss |
If this option is on, the light cache will be used to compute lighting for glossy rays as well, in addition to normal GI rays. This can speed up rendering of scenes with glossy reflections quite a lot. |