Before talking about light optimization, let's look at this picture. This picture lights is very complicated both inside shoot the light, and there was a desk lamp, droplight, belt and ground lamp and lamp. But we took just three minutes and 16 seconds of render time, is completed. The image quality is acceptable. This means that in such a complex light environment, Thea renderer speed is ok. Here we specifically to light first we see lampshade material optimization. In accordance with the generally idea, chimney is a translucent material, if the light through the chimney, to illuminate the walls again, will spend a lot of time to eliminate the noise. Our technique is to the lampshade material, adding a ramp texture,
to imitate the gradient of lamplight, and then changed it to light emitting material, so the speed of rendering will be a lot faster. Because from indirect lighting into direct lighting. Let's take a look at this lamp, there are really a glowing floodlight, then on the lamp shade material we used a weaker luminous material, it is the original indirect lighting into the direct lighting. Wall lamp in this case, we also use the same technique and desk lamp. We use a floodlight lighting, and then on the lamp shade material we used a weaker luminous material, it is the original indirect lighting into the direct lighting. Rendering speed will be a lot faster. We'll take a look at the floor lamp of white, it is the chimney of a translucent material, we light up the way it is by adjusting the floodlight inside point of view, we widen the Angle of the floodlight, lit up the chimney. At this time of the chimney will produce large amounts of indirect illumination and noise, so take a look at this we are how to eliminate? We to the translucent chimney, set cancel it cast shadows of function, the chimney is no longer produces indirect lighting. In this black floor lamp, we also use a floodlight as lighting source, but we use inside the chimney of a passive luminous material, thus avoiding the to calculate internal reflects the light of the lamp shade. To speed up the rendering speed. In the picture below, the Led lamp belt use single light emitting material, shine and light-emitting area total area is about, and can be used when setting related to the area of power units, we usually use W / ㎡. Embedded the dome light, use the glowing material directly, this glowing material in the progressive rendering, for example in TR1 / TR2 / Prto engines, the rendering speed is very fast. To note is that the glowing material cannot and neighboring geometries intersect, if intersection can produce unwanted noise. Near for lamps and lanterns and geometry of the distance we also have some exquisite. Set the soft shadow radius, the radius of the soft shadows must less than the lamp and geometry of the near distance. Such as the distance wall lamps and lanterns is 20 cm, so we set the soft shadow radius of 15 cm. Liang Jieying
dynamic network