Hello everybody,
I'm currently working on a kind of a study about indirect lighting. I'm using Cinema 4D and Softimage XSI 5.0 Advanced.
While working with Global Illumination and Final Gathering, I encountered several problems. I'm sure that some of you can give me the answers I need - help is appreciated.
- Problem Final Gathering... well, in general, it works fine. White constant sphere is around the scene; one point light with black light output. This is the initial picture I rendered:
http://homepage.hispeed.ch/velociraptor/fg\_0\_bounces.jpg
However, when I increase the number of bounces (in order to get "color bleeding" on the floor), the details on the meshes disappear:
http://homepage.hispeed.ch/velociraptor/fg\_2\_bounces.jpg
It looks like more bounces cause more energy, so that the meshes are kind of over-exposed. But reducing the multipilier in the FG render tab only makes everything darker... Any ideas?
- I want to obtain the same "daylight" effect using Global Illum. (photon mapping). However, no matter how many photons I cast (even tens of millions), I'm always getting a patchy image:
http://homepage.hispeed.ch/velociraptor/Globillum.jpg
My settings are: light intensity 16 000, number of em. photons 1 800 000, no light fallof. Render settings GI Accuracy 2000, Radius 2, Photon Depth 20/20/40. I tried many many settings, always getting a noisy/patchy result. The scene is enclosed in a sphere with radius of 220 and gray phong shader.
Is there a way to get a clean result like here in Cinema 4D using the classic radiosity?
http://homepage.hispeed.ch/velociraptor/cinema\_radiosity.jpg
Thanx everybody for help/suggestions
Andillo