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Official tutorial redshift 03 parameters and general instructions of various GI
2022-07-29 06:25:00 【Yuulily】
1、Photons map Photon mapping 
Photons map Setting instructions :
Reflection Tracing Depth 10: The number of reflections per pixel is the number of rays ;
Refrection Tracing Depth 10: The number of refraction bounces per pixel is the number of rays ;( If there is no refraction type material in the scene, you can give 0)
Max Num GI Photons: Diffuse reflection GI The upper limit of the number of photons in the search radius of the shaded pixel , It is recommended to default ;
GI Search Radius : Diffuse reflection GI The distance from the shaded pixel to search for nearby photons ;
Max Num Caustics Photons : Caustics GI The upper limit of the number of photons in the search radius of the shaded pixel , It is recommended to default ;
Caustics Search Radius : Caustics GI The distance from the shaded pixel to search for nearby photons ;
Diffuse reflection should be turned on in the light attribute GI And caustics GI,Photons to Emit Determines the number of photons in the whole scene ;
Caustic effect needs to meet three conditions at the same time (IPR I won't support it ,Render Support ):
1、Photons map Photon mapping engine ;
2、 The model turns on caustics ;
3、 Light turns on caustics ;
2、Brute Force GI Violent way
Generally, as the first level GI Use , Level 2 generally uses radiant point clouds ( Light cache ) In combination with
Num Rays The general advice is 256-512;
Min Samples commonly 8
Max Samples commonly 64-128-256 coordination Adaptive Eeeor Threshold 0.002-0.006-0.012

3、Irradiance Caching Radiation cache
The advantages are summarized above ;




Color Threshold/Distance Threshold/Normal Threshold Three very important threshold parameters
If you don't know or worry about the uncontrollable effect caused by misoperation, use the default Medium Just go ;









Suggestions for 0, Don't let it participate in any fuzzy effect , Make rendering more accurate ;
Noise reduction needs analysis :
1、 Light sampling ;( After the test, it is found that the impact is small and can be appropriately reduced , Faster rendering time )
2、 Reflection sampling ;( After the test, it is found that the impact is small and can be appropriately reduced , Faster rendering time )
3、 Refraction sampling ;( After the test, it is found that the impact is small and can be appropriately reduced , Faster rendering time )
4、 The renderer output is uniformly sampled ;( Motion blur or depth of field is also controlled here – After the test, it is found that the impact is small and can be appropriately reduced , Faster rendering time )
5、SSS( If there is ) Sampling can be adjusted appropriately according to the effect ;( After the test, it is found that the impact is small and can be appropriately reduced , Faster rendering time )
6、 Class A GI engine ;Num Rays/Adaptive Amount/Adaptive Error Threshold Parameters can be reduced and details adjusted ;
4、Irradiance Point Cloud Radiant point cloud 









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