Feature Request: GI options

Started by sjefen, August 16, 2009, 11:21:33 AM

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sjefen

Well...... I just had anothor idea.
I want to play with the GI bounce strenght. Can we have this option in the future?

- Terje
ArtStation: https://www.artstation.com/royalt

AMD Ryzen Threadripper 1950X
128 GB RAM
GeForce RTX 3060 12GB

rcallicotte

That's a good idea.  But...well, is that what we have with the levels of GI - the bounce?  Or not?  If this is separate, and it does seem to be different than what we have now, I'd like it, too.
So this is Disney World.  Can we live here?

cyphyr

#2
GI relative detail "may" be doing the sort of thing traditional "bounces" do. I know upping the relative detail increases detail in shadow areas (makes them lighter and more contrasty (and upping sample quality refines the contrast)) and that's what you'd get with extra GI bounces ... I err think :)
Richard
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sjefen

Quote from: cyphyr on August 16, 2009, 12:02:12 PM
GI relative detail "may" be doing the sort of thing traditional "bounces" do. I know upping the relative detail increases detail in shadow areas (makes them lighter and more contrasty (and upping sample quality refines the contrast)) and that's what you'd get with extra GI bounces ... I err think :)
Richard

Here is my understanding of this:

Increasing the "GI relative detail" adds more GI samples so the GI calculations get more accurate.
This may of course result in brighter shadows, but thats just bacause when you add more GI samples there will be a bigger chance for samples hitting those dark areas.
If we had an option for controlling the GI bounce strength, we won't need that many samples for increasing the GI in the shadows. There need to be some of course so we could increase theyer strength.

I don't really know what the "GI sample quality" does, but I guess it makes the calculation more accurate and better looking :)

- Terje
ArtStation: https://www.artstation.com/royalt

AMD Ryzen Threadripper 1950X
128 GB RAM
GeForce RTX 3060 12GB

Matt

The strength of the GI is controlled in the Enviro Light.

Matt
Just because milk is white doesn't mean that clouds are made of milk.

sjefen

Quote from: Matt on August 16, 2009, 06:37:31 PM
The strength of the GI is controlled in the Enviro Light.

Matt


Hi Matt,

I thought that was the strenght from the "Enviro Light" itself. Like the strenght of the color from the sky.
Is this wrong?

- Terje
ArtStation: https://www.artstation.com/royalt

AMD Ryzen Threadripper 1950X
128 GB RAM
GeForce RTX 3060 12GB

Matt

It is a multiplier for any light which is handled by the Enviro Light. In Global Illumination mode, this is light from the sky, light bouncing off other surfaces, light emitted by other surfaces etc. However, it doesn't allow you to change just the light bouncing off other surfaces independently of light coming form other sources - if you change one you have to change them all. All of those sources of light are global illumination.

Technically the only "correct" value is 1.

Matt
Just because milk is white doesn't mean that clouds are made of milk.

sjefen

Alright Matt, but is it still possible to add some control of the GI bounce strenght in the future? ;D

- Terje
ArtStation: https://www.artstation.com/royalt

AMD Ryzen Threadripper 1950X
128 GB RAM
GeForce RTX 3060 12GB

Matt

#8
Maybe in future. But right now what you could try is boosting GI strength so you get the bounce light you want, then make the sky darker so there's less skylight.

(Mathematically that will have exactly the same effect as brightening all of your surface shaders and reducing camera exposure to compensate on the sunlit side. That would be more correct then changing GI settings, but more of a hassle.)

Matt
Just because milk is white doesn't mean that clouds are made of milk.