Glossy rays include any "non-sharp" specular reflections/transmissions with a roughness setting, e.g.Diffuse rays include for example the matte material, the matte base of the glossy material, the matte translucent material etc.This setting is not supported by the Bidir engine as of v2.0alpha7. Here you can enable/disable the visibility of the world background to the three light bounce types. When you manually set the importance, you usually also want to set the light strategy to uniform (so you have full control on how the lights are sampled).īuild Visibility Map: If enabled, the visibility map for the world light source is computed at the start of a final render (not in viewport). If you use a power light strategy, the user importance will be multiplied by the light power. For instance, if you set a uniform light strategy, a light with a user importance of 2.0 will be sampled 2 times more often than one with 1.0. Used to scale the light importance computed by the light strategy. Importance: How much processing power to spend on this light source compared to other light sources. This option will prevent shadows being cast from below, which would lead to incorrect shadow catcher appearance. Sample Upper Hemisphere Only: Enable this option if you are using a ground with shadow catcher material in the scene. If you want to rotate the image around other axis, use a hemi lamp instead of the world light and set the world light to None. Z-Axis Rotation: Can be used to rotate the image around the Z-Axis. HDR images are usually saved with gamma 1.0, while most LDR images are usually saved with gamma 2.2. Gamma: Should be set to the gamma of the image. (It is the same mapping produced by LuxCoreRender's panoramic camera) The image should use the latlong mapping (latitude-longitude). You can also use normal LDR (low-dynamic range) images (".jpg", ".png" etc.) but they will light your scene very uniformly and won't create strong shadows and highlights. ![]() Some places where you can get them are linked here. Image: Usually you want to use a HDR image here (extension ".hdr" or ".exr"). It will also copy the gain (brightness) and turbidity (fogginess) settings from the sun lamp. ![]() The sky will then derive its color from the sun position (it gets more reddish when the sun is close to the horizon). Sun: If you use a sunlight in the scene, you should select it in the sky settings. Use for completely enclosed interior rooms.
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