Rendering 101 – pt. 19: Faster GI Using Irradiance Caching & Irradiance Point Clouds by Moritz 04.06.2020 comments 3 Part of: Rendering 101 Rendering 101 cache, caching, cloud, course, difffuse, evaluation, fast, GI, irradiance, lazy, point, premium, Rendering To view this content, you must be a member of Entagma's Patreon at $29 or more Unlock with Patreon
Hey Moritz, thanks as always for explaining this stuff. Super helpful.
Is there any significant advantage to using Brute Force as primary and point cloud as secondary? Often when rendering with Brute Force, the last things to converge are those large flat areas (cyc walls, bg geo etc). Those areas seem to take a lot more adaptive samples to get clean, smooth results.
Thanks so much if you have any insight!
Nono nono! Irradiance caching and irradiance point clouds are evil! Guys!!!!
Thanks! Hoping the aces error, on your renderview, means there will be an Aces for Redshift in Houdini episode soon 🙂