Storing Indirect Light from the Environment
Location:
• The Render Manager > mental ray (Global Renderer)
• The Render Manager > (select a pass) > mental ray
• Set a current pass and choose Render > Render > Renderer Options from the Render toolbar.
• Tab: Irradiance Particles
• Options: Environment [Properties Reference]
Irradiance particles are also able to gather light information from the environment shaders that simulate a global environment for the reflective objects in your scene. For more information about environment mapping, see Using Environment Map Shaders [Texturing].
1. Select the Enable checkbox if you want to gather light from the environment shaders in your scene.
2. Set a scale factor for the Intensity of the effect.
3. Specify the number of Rays used to evaluate the irradiance coming from the environment shader. Here are a few guidelines:
• For outdoor scenes, the Environment Rays should be set to the same number as the Accuracy Rays (which are discussed in Setting the Number of Rays).
• For indoor scenes, where the environment is only seen through a small window, it is better to increase the Environment Rays value above that of the Accuracy Rays value.
When possible, a better solution is to turn the Environment option off and use the Portal Light shader instead.
Autodesk Softimage v.7.5