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Irradiance Map Viewer

Irradiance Map Viewer 5,0/5 49votes
Irradiance Map Vray

Port Royale 2 Impero E Pirati Italy Music here. Spatial irradiance distribution map for a pv power plant derived from solar radiation measurements d. Torres lobera and s.

:::::::: Irradiance Map VRay for 3ds Max Manual VRay for 3ds Max Manual Irradiance Map This section allows the user to control and fine-tune various aspects of the irradiance map. This section is enabled only when the irradiance map is chosen as the GI method for primary diffuse bounces. Order Of The Stick Start Of Darkness.

Some background for understanding how the irradiance map works is necessary in order to grasp the meaning of these parameters. Irradiance is a function defined for any point in the 3D space and represents the light arriving at this point from all possible directions. In general, irradiance is different in every point and in every direction. However, there are two useful restrictions that can be made. The first is the surface irradiance - which is the irradiance arriving at points which lie on the surface of objects in the scene.

This is a natural restriction since we are usually interested in the illumination of objects in the scene, and objects are usually defined through their surface. The second restriction is that of diffuse surface irradiance - which is the total amount of light arriving at a given surface point, disregarding the direction from which it comes. In more simple terms, one can think of the diffuse surface irradiance as being the visible color of a surface, if we assume that its material is purely white and diffuse. In V-Ray, the term irradiance map refers to a method of efficiently computing the diffuse surface irradiance for objects in the scene. Since not all parts of the scene have the same detail in indirect illumination, it makes sense to compute GI more accurately in the important parts (e.g. Where objects are close to each other, or in places with sharp GI shadows), and less accurately in uninteresting parts (e.g. Large uniformly lit areas).

The irradiance map is therefore built adaptively. This is done by rendering the image several times (each rendering is called a pass) with the rendering resolution being doubled with each pass. The idea is to start with a low resolution (say a quarter of the resolution of the final image) and work up to the final image resolution. The irradiance map is in fact a collection of points in 3d space (a point cloud) along with the computed indirect illumination at those points.

When an object is hit during a GI pass, V-Ray looks into the irradiance map to see if there are any points similar in position and orientation to the current one. From those already computed points, V-Ray can extract various information (i.e. If there are any objects close by, how fast the indirect illumination is varying etc). Based on that information, V-Ray decides if the indirect illumination for the current point can be adequately interpolated from the points already in the irradiance map, or not. If not, the indirect illumination for the current point is computed, and that point is stored in the irradiance map. During the actual rendering, V-Ray uses a sophisticated interpolation method to derive an approximation of the irradiance for all surfaces in the scene. Current preset - this dropdown list allows you to choose from several presets for some of the irradiance map parameters.

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