This page provides information on the Brute Force GI rollout.


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The Brute force method for computing global illumination recomputes the GI values for every single shaded point separately and independently from other points. This method is very accurate, especially if you have many small details in the scene.

To speed up Brute force GI, you can use a faster method like the Light Cache for approximating secondary GI bounces, while using the brute force method for the primary bounces.

The Brute force GI rollout appears only when the Brute force method is selected as a Primary engine or Secondary engine on the Global Illumination rollout. For more information on how the Brute force GI calculations work, please see the Brute Force GI reference page.


UI Path



||Render Setup window|| > GI tab > Brute force GI rollout
(When Brute Force is set as a GI engine)



 This section is available only if you have chosen  Brute force  as either the primary or the secondary GI engine.


Subdivs – Determines the number of samples used to approximate GI. Note that this is not the exact number of rays that V-Ray traces. The number of rays is proportional to the square of this number, but also depends on the settings in the Global DMC Settings rollout.

Bounces – Available only if brute force GI is selected as a secondary GI engine. It controls the number of light bounces that are computed.



  • You can speed up the Brute Force calculations by distributing them among several machines with the help of Distributed Rendering (DR).
  • For more details on how Brute force GI works in V-Ray, please see the Brute Force GI reference page.