Steps to work with global
illumination and photons
SET UP SCENE
Set up a building with an
opening at the top this size:
feet
or generic 

SET UP LIGHTS
Give it 3 lights ... 
MAKE SURE YOU TURN YOUR
mr AREA SPOT LIGHT INTO mr AREA DIRECTIONAL

RENDER to determine general lighting
Render a very preliminary test:
GI = 5,000
Lights = 50,000

Some areas are very dark.


SET PHOTON SAMPLE RADIUS
Increase photons and set
sample radius. You can make a little plane in the view to get a sense of how
big you will want your photons.
I’m making mine 0.3 ...


INCREASE THE GLOBAL ENERGY MULTIPLIER
Open up the shadow areas! Experiment
with increasing the energy multiplier number.
7 worked in this scene. The objective is, to get more photons into the black
shadow areas.


Turn on final gather. Set
FG radius to 10x the GI photon size.


Increase to 50,000 GI and
500,000 light ... shown here without FG: Also tweaked the Energy.


Now with the FG of 200:

Here we go increasing FG
to 500 ... much longer than this to render is not much fun, and it looks pretty
good. We could still work with energy, go back to light positions and multipliers,
etc.


Sometimes you get a nasty
blockiness.
Fix it this way, doubling
the traced depth


It takes a lot of work to
get photons that are not too erratic, in other words, not too bright and dark.
As you slowly increase the
light photons, the paint blobs begin to blend together ...
As you increase the energy
multiplier to open up the shadows, you also have to increase light photons.
It can be a difficult
balance ... the goal is to get shadows that are not pitch black.




We have been using
directional lights which are not supported. Switch to SPOT. We are also setting
the light like this:


No FG! ... skylight is set
very low, 0.2.

Turn on FG and use a
skylight set to .6:

