文档介绍:Global Illumination
Setting up a scene for Global Illumination using mental ray in SOFTIMAGE|XSI
By: Ed Harriss
Requirements for this Tutorial: SOFTIMAGE|XSI or Higher.
In this tutorial you'll learn how to take a "raw" scene that looks like this:
and set it up for Global Illumination and Final Gathering so that it in the end it looks like this:
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Global Illumination
In order to follow the tutorial. You'll need this database. GlobalScenezip ()
This file has pressed with Winzip. It's possible that you might need to add the extension ".zip"
to the end of the file in order for it to work with your pression program.
In that database you'll find two scenes: Global and GlobalFinished. The one that you'll be using to start
off with is "Global."
"GlobalFinished" scene is the scene after all the steps in this tutorial have been applied to it.
Open up the "Global" scene. By loading it through the File menu.
The scene consists of: One light, a cube(Room) with a hole(Window) in it and one sphere.
To save time and unnecessary clutter in the tutorial, I've already done a few things to this scene:
1. The light has been placed and setup to cast shadows.
2. The Ambient Light has been turned down to Zero.
3. The Environment has been textured.
4. The Sphere has already been textured.
After loading the scene, change Viewport B into a
camera view by choosing Cameras > Camera
from the viewport dropdown menu.
For Global Illumination to work you need 3 things.
1. A light to emit the photon rays
2. Objects to interact with the emitted photon
3. Global Illumination effects in the renderer.
Step One: Defining a photon ray emitter(light)
1. Start by, selecting the light (the global-illumination source)
and choose Modify > Shader from the Render toolbar. This
displays the selected light’s property page.
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Global Illumina