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MayaMan Global Illumination Options
This dialog contains options that are specific to renderers that support Radiance and/or Caustics. Consult the documentation for your renderer to see whether it supports global illumination or not.
Radiance
Radiance Enabled
When turned on MayaMan will insert a special light shader that will compute various radiance based global illumination effects.
Colour Bleed
When enabled the GI will include colour transfer from hit objects... without it's an ambient occlusion system.
Intensity
A gain factor, if the light is properly balanced in the scene there should be no need to use anything other than 1.0.
Max Error
A maximum error metric. Smaller numbers cause recomputation to
happen more often. Larger numbers render faster, but you will see
artifacts in the form of obvious "splotches" in the neighborhood of
each sample. We have found that 0.1 works reasonably well, but you
should experiment. In any case, this is a fairly straightforward time/quality knob.
Max Pixel Distance
Forces recomputation based roughly on (raster space) distance.
A value of 10 says to recompute the indirect illumination
when no previous sample is within roughly 10 pixels, even if the
estimated error is below the allowable maxerror threshold.
You may be able to get away with this number being 20 or higher.
Samples
How many rays to cast in order to estimate irradiance, when
generating new samples. Larger is less noise, but more time.
Should be obvious how this is used. Use as low a number as
you can stand the appearance, as rendering time is directly
proportional to this.
Automatic Indirect Visibility Disable Size
Automatically turn off indirect visibility of objects whose bounding
sphere has a radius that is smaller than this value. Set to 0.0 to
make all objects visible to indirect rays. Can decrease render time
and reduce noise. There is also a MayaManModel attribute that can be
used to force an object to be invisible to indirect rays but there is
no way to turn on the visibility of an object that has been turned off
by this automatic check.
Envname
The name of a preconverted texture file to be used for rays that exit the scene.
Env Orientation
Connect to a place3d in order to control the lookup into the above mentioned Envname texture.
Save File / Seed File / Alt Seed File
If you specify the name of a 'save file', then some renderers can
cache the results of its radiance calculations in that file. The file
can later be specified as a 'seed file' and read in, thus avoiding the
bulk of the calculations. This can only be done if the radiance
solution is the same in both cases, i.e. if the scene
geometry/lighting has not changed. This is most useful for
'flythrough' animations where only the camera is moving.
Normally when doing a sequence render with a save file setting that
does not vary per-frame (ie: cache.#f.dat) MayaMan will only insert
the save file option on the first frame... this is to avoid multiple
processes trying to read/write to the same file during a distributed
render. This can be overridden with the save file step factor to
allow accumulation of a cache. A setting of 0 gives the previous
behaviour, any other setting will insert the save option every 'step'
frames (without taking the render frame step into account). This is
probably only safe to use when rendering walkthroughs of static
geometry in a serial fashion, that is to say, one frame after the
other in a non-distributed rendering environment.
To handle moving objects in renderers without a way of specifying which objects are moving (currently only Air can do this)
you must specify a seed/save file combination that is unique per frame. For example c:/temp/gi_cache.#f.dat.
Air's 'moving' attribute can be used to build up a global cache file.
First hide all the moving objects, use a non-frame specialized file
name for both seed and save file (ie:
c:/temp/gi_cache.dat). Render the scene from several
angles to populate the cache. Now make the moving objects visible,
put the non-frame specialized file in as the alt seed file
and the frame specialized file in as the seed file, ie:
Save: c:/temp/gi_cache.#f.dat
Seed: c:/temp/gi_cache.#f.dat
Alt Seed: c:/temp/gi_cache.dat
When the frame specialized cache file is found it will be used
otherwise the alt seed file is used. Air invalidates the cache within
'MaxDist' for any moving objects.... MayaMan enables this behaviour
when the alt-seed file is found and disables it when the
frame-specialized file is used.
File Granularity
If the granularity is 'Per Scene' then the seed/save file should be a
file as only one file will be created for the whole scene, for
example, when file step is 0 a setting like this is good:
c:/temp/scene_gi.icf, when file step is not 0 then use a
setting like this: c:/temp/scene_gi.#f.icf.
If the granularity is 'Per Model' or 'Per Material' then the seed/save
file should be a directory name, for example, when file step is 0 a
setting like this is good: c:/temp/gi/, when file step is
not 0 then use a setting like this: c:/temp/gi/#f/.
Note the trailing slash used in directory name examples. If there are
characters after the last slash when a dir name is expected then it is used as an extension.... for example, let's say that a bleed cache file is to be saved and both global and reflective/refractive caustics are going to be used, in all cases the granularity is model... in this case the following settings would be good:
save file = c:/temp/gi/#f/.icf
global photon file = c:/temp/gi/#f/.gph
caustic photon file = c:/temp/gi/#f/.cph
Will cause files like 'plane01.icf', 'plane01.gph' and 'plane01.cph'
to be written to a frame specific directory.
When using per-model and per-material files it will often be the case
that not all possible names will actually end up containing data which
will result in warnings about missing files during the beauty
pass... these can be safely ignored.
Max Dist
When Max Dist is enabled the probe rays will only travel the given
distance before it is assumed that they haven't hit
anything... judicious use of this parameter can have a big impact on
render time.
Ray Hit Color/Ray Miss Color
When a ray is being traced for radiance effects it will either hit some geometry or not, the Hit Color is used
to scale the color returned by rays that hit geometry while Miss Color is used to scale rays that miss geometry.
The effect of this varies depending the setting of Color Bleed, when turned off (Ambient Occlusion mode) then
the Miss Color is, in effect, the raw light that's getting pumped into the scene from all directions and the
Hit Color is the color of the resulting shadows. The default settings of Miss=white, Hit=black are a good
starting point for Ambient Occlusion but unsuitable for Color Bleed mode. When Color Bleed is on the Hit
color must not be black or the amount of color transfered through bleeding will get set to black.
When an environment map is being used the Miss color is used to scale the value returned by the map lookup.
PRMan11 Global Photon Map
When colour bleed is on it may be useful to use global photon maps to
accelerate rendering. Using this mode will cause a seperate rib to be
created that works a bit like a shadow map generation prepass. The
main rib will then reference the photon map generated in the prepass.
A seperate set of raydepth/maxdiffusedepth/maxspeculardepth controls
are presented as it's often useful to use much larger settings than
would be tolerable in the main rib.
As with the main GI files you can specify a granularity and the same naming rules apply.
Air Specific
Prepass
Only supported by air, compute indirect illumination in a two pass way that gives smoother results.
Indirect Shading Attributes
A group of Air specific controls that dictate if surfaces shaders are observed by indirect rays and if not, what to do instead. Consult the Air documentation "Shading for Indirect Illumination" for more details on these controls.
Caustics
If you want to see caustic light effects you need to enable the effect
here, and also set some of the objects and lights in your scene to
generate caustics.
Max Pixel Distance
Limits the distance (in raster space) over which it will consider
caustic information. The larger this number, the fewer total photons
will need to be traced, which results in your caustics being
calculated faster. The appearance of the caustics will also be
smoother. If the maxpixeldist is too large, the caustics will appear
too blurry. As the number gets smaller, your caustics will be more
finely focused, but may get noisy if you don't use enough total
photons.
NGather
Sets the minimum number of photons to gather in order to estimate the
caustic at a point. Increasing this number will give a more accurate
caustic, but will be more expensive.
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