This page gives information about the Global Illumination Render Elements and how they are used in compositing.
The Global Illumination Render Elements store indirect lighting information calculated in the scene.
Global Illumination is the indirect lighting bouncing around within a scene to contribute to the overall illumination, as opposed to direct lighting from a light source. The following passes may be generated:
- Global Illumination Render Element (VRayGlobalIllumination) - Stores the diffuse surface global illumination in a scene when Indirect Illumination is enabled. This pass is already attenuated by the diffuse contribution in the scene and can be used directly in composite.
Raw Global Illumination Render Element (VRayRawGlobalIlumination) - Stores the raw information for the indirect lighting information calculated in the scene, untouched by the diffuse contribution. This pass is used to fine-tune the GI in a scene before attenuating it with the diffuse contributions of the scene.
The Global Illumination render element itself (VRayGlobalIllumination) can be used in Back to Beauty compositing to add in the GI lighting contribution to the scene. The GI contribution may be adjusted (tinted, brightened, darkened, etc.) in the composite as needed without the need to rerender the scene.
When even more control over the GI contribution to the final image is desired, this main Global Illumination Render Element can be re-created by multiplying the VRayRawGlobalIllumination Render Element with the Diffuse Filter Render Element:
VRayRawGlobalIllumination x VrayDiffuseFilter = VRayGlobalIllumination
Render Element Examples
Global Illumination Render Element
Raw Global Illumination Render Element