Indirect illumination examples
Example 1: Comparisons of different GI methods
Example 2: GI caustics
Example 3: Light bounces
Example 4: Ambient occlusion
Here is a scene rendered with different GI algorithms in V-Ray. Combining the different GI engines allows great flexibility in balancing time versus quality of the final image.
Store direct light for the light map is on). Store direct light is off). Progressive path tracing Mode with photon-mapped caustics. Render time is quite high.
This example shows GI caustics generated by a self-illuminated object:
This example shows the effect of the number of light bounces on an image:
Direct lighting only: GI is off
Note: the scene in this example is from Evermotion (http://www.evermotion.org/)
This example demonstrates the effect of the global ambient occlusion options.
The first image to the right is rendered with the Light cache for both primary and secondary bounces, Fixed Filter type for the light cache, and Store direct light off. The second image in the center is rendered with the same light cache settings, but with global ambient occlusion enabled. The third image to the right is rendered without ambient occlusion, with Brute force GI engine for primary bounces, and the Light cache as a secondary engine with Nearest Filter type. The render times include the time for calculating the light cache. Note how ambient occlusion can produce a feeling of a more detailed image, even though the result is not entirely correct.
Ambient occlusion is off - lighting is good, but there is a lack of detail Ambient occlusion is on - details are much more defined Brute force GI, no ambient occlusion - details are fine, but render times is longer.