Irradiance
Irradiance
offers a way of achieving global illumination effects using the
Final Gathering algorithm which calculates illumination by casting
rays from objects in the scene, rather than from the lights.
The setup of
an irradiance-based illumination model involves the creation of
a global illumination shader that is assigned to a light source
and a few adjustments to the render output settings.
Environment
Illumination - Environment illumination can be
achieved using the GI shader's background color to define a scene's
lighting. This technique can be enhanced using image-based lighting
where a high definition light probe image can be applied as an environment.
Bounced
Light - In this lesson, you will learn how to create
global illumination effects using the bounced light generated by
various direct light sources. The bouncing of this direct light
into the dark areas of a scene provides a more realistic ambient
look and creates the colour bleeding effect that is often associated
with Global Illumination.
Incadesence
- Objects with constant shading that simulates incadesence can also
be used as sources of light in a global illumination rendering.
|