What is the relationship between normal light illumination, global illumination (GI), final gathering (FG), and photon intensity? The tables below attempts to answer that question for a fixed illumination intensity (1000 with quadratic falloff). The first table demonstrates photons only scenes with no specular/diffuse lighting turned off, while the second table turns on lighting.
On the surface, it seems that FG is linked to photon intensity only when both FG and GI are on. Note, when FG (and the light) is on, it predominates. Thus suggests workflow should start with FG only, tune slightly dark, then turn on GI to soften the areas in darkness. This is exacly what everyone does. Well, draw your own conclusions.
Note: Maya standard shaders only - no DGS material and DGS photon shaders used.
| Photon Intensity | Table 1: Light (diffuse/specular) off, photons only |
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GI on |
GI on FG off |
GI off FG on |
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| 0 (emitt off) | ![]() |
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| 4000 | ![]() |
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| 8000 | ![]() |
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| 16000 | ![]() |
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| 32000 | ![]() |
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| 64000 | ![]() |
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| 128000 | ![]() |
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| Photon Intensity | Table 2: Light (diffuse/specular) on with photons |
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| GI on FG on |
GI on FG off |
GI off FG on |
GI off FG off |
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| 0 (emitt off) | ![]() |
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| 4000 | ![]() |
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| 8000 | ![]() |
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| 16000 | ![]() |
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| 32000 | ![]() |
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| 64000 | ![]() |
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| 128000 | ![]() |
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Scene Description
nurbs sphere, scale 2
lambert (.8, 0, 0) red
polygon cube, scale 10, front face missing
lambert (.8, .8, 0) yellow
point light, translate 20 in X, quadradic, intensity 900, ray traced shadow, default 10000 globillums
mental ray, ray trace on
camera enviornment background color 50% gray (0.5, 0.5, 0.5)
Final gather rays reduced from 1000 to 300 to shorten rendering times
Global Illumination uses defaults
Maya 6.01