This page provides general information on the brute force GI engine.


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

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. 

The following diagram shows the way rays are traced when using Brute Force GI. Since the method is view-dependent, the first rays (black) are traced from the camera into the scene in order to determine the points for which GI is going to be calculated. Then the primary bounces (red) are traced into the scene, where the number of rays traced depends on the Subdivs parameter in the Brute Force Settings. The secondary bounce rays (blue) are traced only when Brute Force GI is used as the secondary GI engine. In that case a single ray is traced for each bounce, and the number of secondary bounces depends on the Depth parameter.