https://www.planetside.co.uk/wiki/index.php?title=Terragen_4_Global_Illumination&feed=atom&action=historyTerragen 4 Global Illumination - Revision history2024-03-28T19:29:08ZRevision history for this page on the wikiMediaWiki 1.31.0https://www.planetside.co.uk/wiki/index.php?title=Terragen_4_Global_Illumination&diff=12705&oldid=prevJavaJones: /* GI in Clouds */ Adding info about cloud-ground interaction for Cloud GI Max Ray Depth2019-12-14T00:56:57Z<p><span dir="auto"><span class="autocomment">GI in Clouds: </span> Adding info about cloud-ground interaction for Cloud GI Max Ray Depth</span></p>
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<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 00:56, 14 December 2019</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Cloud GI quality affects how accurately this light is calculated. Low quality settings tend to produce flicker in animations or sometimes blotchy looking lighting in the clouds, but render faster. Each step down in the menu represents an increase in the quality by doubling the number of light samples, but also an increase in render time.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Cloud GI quality affects how accurately this light is calculated. Low quality settings tend to produce flicker in animations or sometimes blotchy looking lighting in the clouds, but render faster. Each step down in the menu represents an increase in the quality by doubling the number of light samples, but also an increase in render time.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>'''Cloud GI max ray depth:''' ''Terragen 4.1 and higher''. Like Cloud GI quality, this setting affects the accuracy of the background/indirect lighting component of Cloud Layer V3 and Easy Cloud (but not Cloud Layer V2). It limits the maximum ray depth at which to include light from other parts of the scene. You can think of this as the number of times light can bounce between different cloud layers. It does ''not'' limit how many times light can scatter within a single cloud layer, as that is handled separately. It only affects bounces between layers created by different nodes in the scene. If you have many cloud layers in the scene it's especially important to keep this number low (e.g. 1 or 2) to prevent long render times due to light interactions between cloud layers. This part of the renderer may be improved in future to allow higher ray depths without excessive render times.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>'''Cloud GI max ray depth:''' ''Terragen 4.1 and higher''. Like Cloud GI quality, this setting affects the accuracy of the background/indirect lighting component of Cloud Layer V3 and Easy Cloud (but not Cloud Layer V2). It limits the maximum ray depth at which to include light from other parts of the scene<ins class="diffchange diffchange-inline">, including other cloud layers and the ground</ins>. You can think of this as the number of times light can bounce between different cloud layers <ins class="diffchange diffchange-inline">or between a cloud layer and the terrain</ins>. It does ''not'' limit how many times light can scatter within a single cloud layer, as that is handled separately. It only affects bounces between layers created by different nodes in the scene. If you have many cloud layers in the scene it's especially important to keep this number low (e.g. 1 or 2) to prevent long render times due to light interactions between cloud layers. This part of the renderer may be improved in future to allow higher ray depths without excessive render times<ins class="diffchange diffchange-inline">. Also note that ground interactions are typically less noticeable because the ground is usually darker than other cloud layers, so if you only have a single cloud layer in your scene, higher values for this will generally not be useful. Defaults to a value of 2</ins>.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''Voxel scattering quality:''' ''Terragen 4.1 and higher''. This affects all cloud layers of type Cloud Layer V3 and Easy Cloud, but not Cloud Layer V2. Light that is scattered many times through a cloud is calculated using a Monte Carlo technique that samples many different scatter paths through a voxel buffer. For every pixel that contains some cloud, many scatter paths may be calculated and averaged together. The render engine and shaders decide how many scatter paths are calculated at each image sample (ray from the camera), but you can increase or decrease this amount with Voxel scattering quality. This setting acts as a multiplier, so 100 will cause the renderer to calculate twice as many paths as it would at 50.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''Voxel scattering quality:''' ''Terragen 4.1 and higher''. This affects all cloud layers of type Cloud Layer V3 and Easy Cloud, but not Cloud Layer V2. Light that is scattered many times through a cloud is calculated using a Monte Carlo technique that samples many different scatter paths through a voxel buffer. For every pixel that contains some cloud, many scatter paths may be calculated and averaged together. The render engine and shaders decide how many scatter paths are calculated at each image sample (ray from the camera), but you can increase or decrease this amount with Voxel scattering quality. This setting acts as a multiplier, so 100 will cause the renderer to calculate twice as many paths as it would at 50.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>In most cases we recommend that you use the default value of <del class="diffchange diffchange-inline">50</del>. Scenes which are quite noisy can usually be smoothed using higher anti-aliasing (which will improve the whole image, not just the cloud), and you can leave the voxel scattering quality at <del class="diffchange diffchange-inline">50</del>. However, it may be possible to optimise the rendering of some scenes by changing this value up or down.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>In most cases we recommend that you use the default value of <ins class="diffchange diffchange-inline">100</ins>. Scenes which are quite noisy can usually be smoothed using higher anti-aliasing (which will improve the whole image, not just the cloud), and you can leave the voxel scattering quality at <ins class="diffchange diffchange-inline">100</ins>. However, it may be possible to optimise the rendering of some scenes by changing this value up or down.</div></td></tr>
</table>JavaJoneshttps://www.planetside.co.uk/wiki/index.php?title=Terragen_4_Global_Illumination&diff=12409&oldid=prevJavaJones at 02:55, 24 August 20192019-08-24T02:55:18Z<p></p>
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<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;"></del></div></td><td colspan="2"> </td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=== Global Illumination in Computer Graphics ===</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=== Global Illumination in Computer Graphics ===</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>(Scene by Ulco Glimmerveen)</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>(Scene by Ulco Glimmerveen)</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Direct illumination in Terragen is the lighting coming directly from the sun or other specific light sources, but ''not'' from luminous objects. Global illumination (GI) in Terragen means the lighting from everywhere else, including indirect illumination as well as illumination caused by bright, luminous objects that aren't specifically light sources. In a <del class="diffchange diffchange-inline">Terragen scene, </del>the intensity of GI is controlled using a single [[Enviro Light]] node.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Direct illumination in Terragen is the lighting coming directly from the sun or other specific light sources, but ''not'' from luminous objects. Global illumination (GI) in Terragen means the lighting from everywhere else, including indirect illumination as well as illumination caused by bright, luminous objects that aren't specifically light sources<ins class="diffchange diffchange-inline">. Beginning in version 4.4, there are now two methods for calculating Global Illumination, a faster but less accurate cache-based method and a more modern and accurate but more time-intensive "[[Path Tracing]]" mode</ins>. In a <ins class="diffchange diffchange-inline">standard cache-based render </ins>the intensity of GI is controlled using a single [[Enviro Light]] node.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In Terragen, GI is:</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In Terragen, GI is:</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In Terragen 4, the new cloud types "Cloud Layer V3" and "Easy Cloud" use a separate GI system with quality controls separate from the global illumination cache, but they visually integrate into the rest of the GI system just as well as the older cloud type "Cloud Layer V2".</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In Terragen 4, the new cloud types "Cloud Layer V3" and "Easy Cloud" use a separate GI system with quality controls separate from the global illumination cache, but they visually integrate into the rest of the GI system just as well as the older cloud type "Cloud Layer V2".</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">When using the Path Tracer, the GI cache is still used, but only for lighting contributions from the atmosphere (including clouds). Please reference the [[Path Tracing]] page for more details on this method of rendering GI.</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Rendering with GI ==</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Rendering with GI ==</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>=== Rendering ''without'' GI cache <del class="diffchange diffchange-inline">files </del>===</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>=== Rendering ''without'' <ins class="diffchange diffchange-inline">saving a </ins>GI cache <ins class="diffchange diffchange-inline">file </ins>===</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>To render an image with Global Illumination in Terragen without <del class="diffchange diffchange-inline">using </del>GI cache files, you need the following:</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>To render an image with Global Illumination in Terragen without <ins class="diffchange diffchange-inline">saving </ins>GI cache files, you need the following:</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div># An [[Enviro Light]] in the scene, enabled, with its mode set to "Global Illumination"</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div># An [[Enviro Light]] in the scene, enabled, with its mode set to "Global Illumination"</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div># In Render GI Settings, 'GI relative detail' set to 1 or higher.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div># In Render GI Settings, 'GI relative detail' set to 1 or higher.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">A GI cache will be dynamically generated at render time in this configuration, but that data will not be saved for potential later re-use in other renders.</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>You can turn off global illumination by disabling the [[Enviro Light]], but Terragen might still waste time on the pre-pass. To completely turn off GI, edit the Render GI settings and set 'GI relative detail' to 0. All other GI settings can be left how they are.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>You can turn off global illumination by disabling the [[Enviro Light]], but Terragen might still waste time on the pre-pass. To completely turn off GI, edit the Render GI settings and set 'GI relative detail' to 0. All other GI settings can be left how they are.</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l43" >Line 43:</td>
<td colspan="2" class="diff-lineno">Line 44:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>=== Rendering ''with'' GI cache files ===</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>=== Rendering ''with'' <ins class="diffchange diffchange-inline">saving </ins>GI cache files ===</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div> </div></td><td colspan="2"> </td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>A new feature in Terragen 2.4 (not in the Free Non-Commercial Edition) is the ability to read and write ''GI cache files''. These allow you to write the results of the pre-pass to disk or file network and to read them back in when rendering an image. Using GI caches files is a two step process. First you render a pre-pass which calculates the Global Illumination for the image (or sequence of images), and writes the resulting GI cache to your disk or network in the form of a GI cache file (or sequence of GI cache files). After you have created those GI cache files, you can render final images using the GI in the cache files instead of recalculating the GI every time you render an image.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>A new feature in Terragen 2.4 (not in the Free Non-Commercial Edition) is the ability to read and write ''GI cache files''. These allow you to write the results of the pre-pass to disk or file network and to read them back in when rendering an image. Using GI caches files is a two step process. First you render a pre-pass which calculates the Global Illumination for the image (or sequence of images), and writes the resulting GI cache to your disk or network in the form of a GI cache file (or sequence of GI cache files). After you have created those GI cache files, you can render final images using the GI in the cache files instead of recalculating the GI every time you render an image.</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l78" >Line 78:</td>
<td colspan="2" class="diff-lineno">Line 78:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Render GI Settings ==</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Render GI Settings ==</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Please note: all of these settings primarily apply to the "standard", non path tracing method of handling GI. When path tracing is used, these settings only affect GI quality for the atmospheric contribution to lighting information and thus tend to have a less significant impact on resulting lighting accuracy.</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=== Prepass ===</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=== Prepass ===</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;"></del></div></td><td colspan="2"> </td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''GI cache detail:''' The GI cache records the lighting at many points across the image. These are the dots you see in the pre pass; each dot corresponds to one sample. Each sample stores light from many directions. GI cache detail affects the spacing of the samples in image space during the pre pass. Then, in the final pass the lighting at any part of the scene is a weighted average of nearby samples, or in other words a filtered interpolation. The lower the detail, the coarser the approximation. If the detail is too low, this usually shows itself as a blurriness or lack of clarity in the GI. Low GI cache detail can also cause some parts of the scene to be completely missed in the pre pass, and this could result in no GI (black) in those areas. This is more likely to be a problem with vegetation or objects that are small and sparse in the image. (This can happen even at high GI cache detail too, but is less likely.) GI cache detail affects the size of the GI cache in memory (and on disk if saving to a GI cache file) and it affects the amount of time taken to render the pre pass. It can also affect render time for the final pass, but much less so than "GI sample quality".</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''GI cache detail:''' The GI cache records the lighting at many points across the image. These are the dots you see in the pre pass; each dot corresponds to one sample. Each sample stores light from many directions. GI cache detail affects the spacing of the samples in image space during the pre pass. Then, in the final pass the lighting at any part of the scene is a weighted average of nearby samples, or in other words a filtered interpolation. The lower the detail, the coarser the approximation. If the detail is too low, this usually shows itself as a blurriness or lack of clarity in the GI. Low GI cache detail can also cause some parts of the scene to be completely missed in the pre pass, and this could result in no GI (black) in those areas. This is more likely to be a problem with vegetation or objects that are small and sparse in the image. (This can happen even at high GI cache detail too, but is less likely.) GI cache detail affects the size of the GI cache in memory (and on disk if saving to a GI cache file) and it affects the amount of time taken to render the pre pass. It can also affect render time for the final pass, but much less so than "GI sample quality".</div></td></tr>
</table>JavaJoneshttps://www.planetside.co.uk/wiki/index.php?title=Terragen_4_Global_Illumination&diff=11733&oldid=prevMatt at 22:02, 8 November 20172017-11-08T22:02:27Z<p></p>
<table class="diff diff-contentalign-left" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 22:02, 8 November 2017</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l143" >Line 143:</td>
<td colspan="2" class="diff-lineno">Line 143:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''Cloud GI max ray depth:''' ''Terragen 4.1 and higher''. Like Cloud GI quality, this setting affects the accuracy of the background/indirect lighting component of Cloud Layer V3 and Easy Cloud (but not Cloud Layer V2). It limits the maximum ray depth at which to include light from other parts of the scene. You can think of this as the number of times light can bounce between different cloud layers. It does ''not'' limit how many times light can scatter within a single cloud layer, as that is handled separately. It only affects bounces between layers created by different nodes in the scene. If you have many cloud layers in the scene it's especially important to keep this number low (e.g. 1 or 2) to prevent long render times due to light interactions between cloud layers. This part of the renderer may be improved in future to allow higher ray depths without excessive render times.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''Cloud GI max ray depth:''' ''Terragen 4.1 and higher''. Like Cloud GI quality, this setting affects the accuracy of the background/indirect lighting component of Cloud Layer V3 and Easy Cloud (but not Cloud Layer V2). It limits the maximum ray depth at which to include light from other parts of the scene. You can think of this as the number of times light can bounce between different cloud layers. It does ''not'' limit how many times light can scatter within a single cloud layer, as that is handled separately. It only affects bounces between layers created by different nodes in the scene. If you have many cloud layers in the scene it's especially important to keep this number low (e.g. 1 or 2) to prevent long render times due to light interactions between cloud layers. This part of the renderer may be improved in future to allow higher ray depths without excessive render times.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>'''Voxel scattering quality:''' ''Terragen 4.1 and higher''. This affects all cloud layers of type Cloud Layer V3 and Easy Cloud, but not Cloud Layer V2. Light that is scattered many times through a cloud is calculated using a Monte Carlo technique that samples many different scatter paths. For every pixel that contains some cloud, many scatter paths may be calculated and averaged together. The render engine and shaders decide how many scatter paths are calculated at each image sample (ray from the camera), but you can increase or decrease this amount with Voxel scattering quality. This setting acts as a multiplier, so 100 will cause the renderer to calculate twice as many paths as it would at 50.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>'''Voxel scattering quality:''' ''Terragen 4.1 and higher''. This affects all cloud layers of type Cloud Layer V3 and Easy Cloud, but not Cloud Layer V2. Light that is scattered many times through a cloud is calculated using a Monte Carlo technique that samples many different scatter paths <ins class="diffchange diffchange-inline">through a voxel buffer</ins>. For every pixel that contains some cloud, many scatter paths may be calculated and averaged together. The render engine and shaders decide how many scatter paths are calculated at each image sample (ray from the camera), but you can increase or decrease this amount with Voxel scattering quality. This setting acts as a multiplier, so 100 will cause the renderer to calculate twice as many paths as it would at 50.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In most cases we recommend that you use the default value of 50. Scenes which are quite noisy can usually be smoothed using higher anti-aliasing (which will improve the whole image, not just the cloud), and you can leave the voxel scattering quality at 50. However, it may be possible to optimise the rendering of some scenes by changing this value up or down.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In most cases we recommend that you use the default value of 50. Scenes which are quite noisy can usually be smoothed using higher anti-aliasing (which will improve the whole image, not just the cloud), and you can leave the voxel scattering quality at 50. However, it may be possible to optimise the rendering of some scenes by changing this value up or down.</div></td></tr>
</table>Matthttps://www.planetside.co.uk/wiki/index.php?title=Terragen_4_Global_Illumination&diff=11732&oldid=prevMatt at 22:00, 8 November 20172017-11-08T22:00:55Z<p></p>
<table class="diff diff-contentalign-left" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 22:00, 8 November 2017</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l143" >Line 143:</td>
<td colspan="2" class="diff-lineno">Line 143:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''Cloud GI max ray depth:''' ''Terragen 4.1 and higher''. Like Cloud GI quality, this setting affects the accuracy of the background/indirect lighting component of Cloud Layer V3 and Easy Cloud (but not Cloud Layer V2). It limits the maximum ray depth at which to include light from other parts of the scene. You can think of this as the number of times light can bounce between different cloud layers. It does ''not'' limit how many times light can scatter within a single cloud layer, as that is handled separately. It only affects bounces between layers created by different nodes in the scene. If you have many cloud layers in the scene it's especially important to keep this number low (e.g. 1 or 2) to prevent long render times due to light interactions between cloud layers. This part of the renderer may be improved in future to allow higher ray depths without excessive render times.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''Cloud GI max ray depth:''' ''Terragen 4.1 and higher''. Like Cloud GI quality, this setting affects the accuracy of the background/indirect lighting component of Cloud Layer V3 and Easy Cloud (but not Cloud Layer V2). It limits the maximum ray depth at which to include light from other parts of the scene. You can think of this as the number of times light can bounce between different cloud layers. It does ''not'' limit how many times light can scatter within a single cloud layer, as that is handled separately. It only affects bounces between layers created by different nodes in the scene. If you have many cloud layers in the scene it's especially important to keep this number low (e.g. 1 or 2) to prevent long render times due to light interactions between cloud layers. This part of the renderer may be improved in future to allow higher ray depths without excessive render times.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>'''Voxel scattering quality:''' ''Terragen 4.1 and higher''. This affects all cloud layers of type Cloud Layer V3 and Easy Cloud, but not Cloud Layer V2. Light that is scattered many times through a cloud is calculated using a Monte Carlo technique that samples many different scatter paths. For every pixel that contains some cloud, many scatter paths may be calculated and averaged together. The render engine and shaders decide how many scatter paths are calculated <del class="diffchange diffchange-inline">per </del>image sample (ray from the camera), but you can increase or decrease this amount with Voxel scattering quality. This setting acts as a multiplier, so 100 will cause the renderer to calculate twice as many paths as it would at 50.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>'''Voxel scattering quality:''' ''Terragen 4.1 and higher''. This affects all cloud layers of type Cloud Layer V3 and Easy Cloud, but not Cloud Layer V2. Light that is scattered many times through a cloud is calculated using a Monte Carlo technique that samples many different scatter paths. For every pixel that contains some cloud, many scatter paths may be calculated and averaged together. The render engine and shaders decide how many scatter paths are calculated <ins class="diffchange diffchange-inline">at each </ins>image sample (ray from the camera), but you can increase or decrease this amount with Voxel scattering quality. This setting acts as a multiplier, so 100 will cause the renderer to calculate twice as many paths as it would at 50.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In most cases we recommend that you use the default value of 50. Scenes which are quite noisy can usually be smoothed using higher anti-aliasing (which will improve the whole image, not just the cloud), and you can leave the voxel scattering quality at 50. However, it may be possible to optimise the rendering of some scenes by changing this value up or down.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In most cases we recommend that you use the default value of 50. Scenes which are quite noisy can usually be smoothed using higher anti-aliasing (which will improve the whole image, not just the cloud), and you can leave the voxel scattering quality at 50. However, it may be possible to optimise the rendering of some scenes by changing this value up or down.</div></td></tr>
</table>Matthttps://www.planetside.co.uk/wiki/index.php?title=Terragen_4_Global_Illumination&diff=11731&oldid=prevMatt at 06:58, 8 November 20172017-11-08T06:58:33Z<p></p>
<table class="diff diff-contentalign-left" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 06:58, 8 November 2017</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l143" >Line 143:</td>
<td colspan="2" class="diff-lineno">Line 143:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''Cloud GI max ray depth:''' ''Terragen 4.1 and higher''. Like Cloud GI quality, this setting affects the accuracy of the background/indirect lighting component of Cloud Layer V3 and Easy Cloud (but not Cloud Layer V2). It limits the maximum ray depth at which to include light from other parts of the scene. You can think of this as the number of times light can bounce between different cloud layers. It does ''not'' limit how many times light can scatter within a single cloud layer, as that is handled separately. It only affects bounces between layers created by different nodes in the scene. If you have many cloud layers in the scene it's especially important to keep this number low (e.g. 1 or 2) to prevent long render times due to light interactions between cloud layers. This part of the renderer may be improved in future to allow higher ray depths without excessive render times.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''Cloud GI max ray depth:''' ''Terragen 4.1 and higher''. Like Cloud GI quality, this setting affects the accuracy of the background/indirect lighting component of Cloud Layer V3 and Easy Cloud (but not Cloud Layer V2). It limits the maximum ray depth at which to include light from other parts of the scene. You can think of this as the number of times light can bounce between different cloud layers. It does ''not'' limit how many times light can scatter within a single cloud layer, as that is handled separately. It only affects bounces between layers created by different nodes in the scene. If you have many cloud layers in the scene it's especially important to keep this number low (e.g. 1 or 2) to prevent long render times due to light interactions between cloud layers. This part of the renderer may be improved in future to allow higher ray depths without excessive render times.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>'''Voxel scattering quality:''' ''Terragen 4.1 and higher''. This affects all cloud layers of type Cloud Layer V3 and Easy Cloud, but not Cloud Layer V2. Light that is scattered many times through a cloud is calculated using a Monte Carlo technique that samples many different scatter paths. For every pixel that contains some cloud, many scatter paths may be calculated and averaged together. The render engine and shaders decide how many scatter paths are calculated per image sample (ray from the camera), but you can increase or decrease this amount with Voxel scattering quality. This <del class="diffchange diffchange-inline">settings </del>acts as a multiplier, so 100 will cause the renderer to calculate twice as many paths as it would at 50.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>'''Voxel scattering quality:''' ''Terragen 4.1 and higher''. This affects all cloud layers of type Cloud Layer V3 and Easy Cloud, but not Cloud Layer V2. Light that is scattered many times through a cloud is calculated using a Monte Carlo technique that samples many different scatter paths. For every pixel that contains some cloud, many scatter paths may be calculated and averaged together. The render engine and shaders decide how many scatter paths are calculated per image sample (ray from the camera), but you can increase or decrease this amount with Voxel scattering quality. This <ins class="diffchange diffchange-inline">setting </ins>acts as a multiplier, so 100 will cause the renderer to calculate twice as many paths as it would at 50.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>In most cases we recommend that you use the default value of 50. Scenes which are quite noisy can usually be smoothed using higher anti-aliasing (which will improve the whole image, not just the cloud), and you can leave the voxel scattering quality at 50. However, it may be possible to optimise the rendering of some scenes by changing this value.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>In most cases we recommend that you use the default value of 50. Scenes which are quite noisy can usually be smoothed using higher anti-aliasing (which will improve the whole image, not just the cloud), and you can leave the voxel scattering quality at 50. However, it may be possible to optimise the rendering of some scenes by changing this value <ins class="diffchange diffchange-inline">up or down</ins>.</div></td></tr>
</table>Matthttps://www.planetside.co.uk/wiki/index.php?title=Terragen_4_Global_Illumination&diff=11730&oldid=prevMatt at 06:57, 8 November 20172017-11-08T06:57:36Z<p></p>
<table class="diff diff-contentalign-left" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 06:57, 8 November 2017</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l143" >Line 143:</td>
<td colspan="2" class="diff-lineno">Line 143:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''Cloud GI max ray depth:''' ''Terragen 4.1 and higher''. Like Cloud GI quality, this setting affects the accuracy of the background/indirect lighting component of Cloud Layer V3 and Easy Cloud (but not Cloud Layer V2). It limits the maximum ray depth at which to include light from other parts of the scene. You can think of this as the number of times light can bounce between different cloud layers. It does ''not'' limit how many times light can scatter within a single cloud layer, as that is handled separately. It only affects bounces between layers created by different nodes in the scene. If you have many cloud layers in the scene it's especially important to keep this number low (e.g. 1 or 2) to prevent long render times due to light interactions between cloud layers. This part of the renderer may be improved in future to allow higher ray depths without excessive render times.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''Cloud GI max ray depth:''' ''Terragen 4.1 and higher''. Like Cloud GI quality, this setting affects the accuracy of the background/indirect lighting component of Cloud Layer V3 and Easy Cloud (but not Cloud Layer V2). It limits the maximum ray depth at which to include light from other parts of the scene. You can think of this as the number of times light can bounce between different cloud layers. It does ''not'' limit how many times light can scatter within a single cloud layer, as that is handled separately. It only affects bounces between layers created by different nodes in the scene. If you have many cloud layers in the scene it's especially important to keep this number low (e.g. 1 or 2) to prevent long render times due to light interactions between cloud layers. This part of the renderer may be improved in future to allow higher ray depths without excessive render times.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>'''Voxel scattering quality:''' ''Terragen 4.1 and higher''. This affects all cloud layers of type Cloud Layer V3 and Easy Cloud, but not Cloud Layer V2. Light that is scattered many times through a cloud is calculated using a Monte Carlo technique that samples many different scatter paths. For every pixel that contains some cloud, many scatter paths may be calculated and averaged together. The render engine and shaders decide how many scatter paths are calculated per image sample (ray from the camera), but you can increase or decrease this amount with Voxel scattering quality. This settings acts as a multiplier, so 100 will cause the renderer to calculate twice as many paths as it would at 50. <del class="diffchange diffchange-inline">''</del>In most cases we recommend that you use the default value of 50. Scenes which are quite noisy can usually be smoothed using higher anti-aliasing (which will improve the whole image, not just the cloud), and you can leave the voxel scattering quality at 50.<del class="diffchange diffchange-inline">'' </del>However, it may be possible to optimise the rendering of some scenes by changing this value.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>'''Voxel scattering quality:''' ''Terragen 4.1 and higher''. This affects all cloud layers of type Cloud Layer V3 and Easy Cloud, but not Cloud Layer V2. Light that is scattered many times through a cloud is calculated using a Monte Carlo technique that samples many different scatter paths. For every pixel that contains some cloud, many scatter paths may be calculated and averaged together. The render engine and shaders decide how many scatter paths are calculated per image sample (ray from the camera), but you can increase or decrease this amount with Voxel scattering quality. This settings acts as a multiplier, so 100 will cause the renderer to calculate twice as many paths as it would at 50.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>In most cases we recommend that you use the default value of 50. Scenes which are quite noisy can usually be smoothed using higher anti-aliasing (which will improve the whole image, not just the cloud), and you can leave the voxel scattering quality at 50. However, it may be possible to optimise the rendering of some scenes by changing this value.</div></td></tr>
</table>Matthttps://www.planetside.co.uk/wiki/index.php?title=Terragen_4_Global_Illumination&diff=11729&oldid=prevMatt: Voxel scattering quality2017-11-08T06:56:50Z<p>Voxel scattering quality</p>
<table class="diff diff-contentalign-left" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 06:56, 8 November 2017</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l143" >Line 143:</td>
<td colspan="2" class="diff-lineno">Line 143:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''Cloud GI max ray depth:''' ''Terragen 4.1 and higher''. Like Cloud GI quality, this setting affects the accuracy of the background/indirect lighting component of Cloud Layer V3 and Easy Cloud (but not Cloud Layer V2). It limits the maximum ray depth at which to include light from other parts of the scene. You can think of this as the number of times light can bounce between different cloud layers. It does ''not'' limit how many times light can scatter within a single cloud layer, as that is handled separately. It only affects bounces between layers created by different nodes in the scene. If you have many cloud layers in the scene it's especially important to keep this number low (e.g. 1 or 2) to prevent long render times due to light interactions between cloud layers. This part of the renderer may be improved in future to allow higher ray depths without excessive render times.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''Cloud GI max ray depth:''' ''Terragen 4.1 and higher''. Like Cloud GI quality, this setting affects the accuracy of the background/indirect lighting component of Cloud Layer V3 and Easy Cloud (but not Cloud Layer V2). It limits the maximum ray depth at which to include light from other parts of the scene. You can think of this as the number of times light can bounce between different cloud layers. It does ''not'' limit how many times light can scatter within a single cloud layer, as that is handled separately. It only affects bounces between layers created by different nodes in the scene. If you have many cloud layers in the scene it's especially important to keep this number low (e.g. 1 or 2) to prevent long render times due to light interactions between cloud layers. This part of the renderer may be improved in future to allow higher ray depths without excessive render times.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>'''Voxel scattering quality:''' ''Terragen 4.1 and higher''. This affects all cloud layers of type Cloud Layer V3 and Easy Cloud, but not Cloud Layer V2. <del class="diffchange diffchange-inline">TBC </del>(''<del class="diffchange diffchange-inline">TO BE COMPLETED</del>''<del class="diffchange diffchange-inline">)</del></div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>'''Voxel scattering quality:''' ''Terragen 4.1 and higher''. This affects all cloud layers of type Cloud Layer V3 and Easy Cloud, but not Cloud Layer V2. <ins class="diffchange diffchange-inline">Light that is scattered many times through a cloud is calculated using a Monte Carlo technique that samples many different scatter paths. For every pixel that contains some cloud, many scatter paths may be calculated and averaged together. The render engine and shaders decide how many scatter paths are calculated per image sample </ins>(<ins class="diffchange diffchange-inline">ray from the camera), but you can increase or decrease this amount with Voxel scattering quality. This settings acts as a multiplier, so 100 will cause the renderer to calculate twice as many paths as it would at 50. </ins>''<ins class="diffchange diffchange-inline">In most cases we recommend that you use the default value of 50. Scenes which are quite noisy can usually be smoothed using higher anti-aliasing (which will improve the whole image, not just the cloud), and you can leave the voxel scattering quality at 50.</ins>'' <ins class="diffchange diffchange-inline">However, it may be possible to optimise the rendering of some scenes by changing this value.</ins></div></td></tr>
</table>Matthttps://www.planetside.co.uk/wiki/index.php?title=Terragen_4_Global_Illumination&diff=11708&oldid=prevMatt: Started documenting "GI in Clouds"2017-11-06T01:15:52Z<p>Started documenting "GI in Clouds"</p>
<table class="diff diff-contentalign-left" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 01:15, 6 November 2017</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l21" >Line 21:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Lighting caused by light bouncing off other objects.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Lighting caused by light bouncing off other objects.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Lighting caused by light emitted from glowing, luminous objects, e.g. lava, fire, bioluminescence.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Lighting caused by light emitted from glowing, luminous objects, e.g. lava, fire, bioluminescence.</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* "Multiple scattering" in clouds and atmospheres. "Multiple scattering" in volumes is often thought of as a separate phenomenon from global illumination, but in fact it can be treated as a form of global illumination if the scattering is rendered as a lighting effect upon the volume. In Terragen, multiple scattering is approximated using the global illumination cache. Clouds and atmospheres will illuminate themselves in a way that simulates multiple scattering. Being part of the global illumination system, GI in volumes completely integrates with GI from surfaces. Light bouncing off or emitted from surfaces will light up clouds and atmospheres, and light scattering through clouds and atmospheres will light up surfaces.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* "Multiple scattering" in clouds and atmospheres. "Multiple scattering" in volumes is often thought of as a separate phenomenon from global illumination, but in fact it can be treated as a form of global illumination if the scattering is rendered as a lighting effect upon the volume. In Terragen, multiple scattering <ins class="diffchange diffchange-inline">in the atmosphere (and some cloud layers) </ins>is approximated using the global illumination cache. Clouds and atmospheres will illuminate themselves in a way that simulates multiple scattering. Being part of the global illumination system, GI in volumes completely integrates with GI from surfaces. Light bouncing off or emitted from surfaces will light up clouds and atmospheres, and light scattering through clouds and atmospheres will light up surfaces<ins class="diffchange diffchange-inline">.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">In Terragen 4, the new cloud types "Cloud Layer V3" and "Easy Cloud" use a separate GI system with quality controls separate from the global illumination cache, but they visually integrate into the rest of the GI system just as well as the older cloud type "Cloud Layer V2"</ins>.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l129" >Line 129:</td>
<td colspan="2" class="diff-lineno">Line 131:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>''In Terragen 2'', GI surface details changes how points are shaded while the image is being rendered. It adds shadow detail that isn't already present in the GI cache by tracing rays a short distance from the shading point. It only affects indirect light (GI) and some soft reflections, depending on how the reflections are rendered. It does not affect direct lighting. ''This feature can significantly increase render times in Terragen 2.''</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>''In Terragen 2'', GI surface details changes how points are shaded while the image is being rendered. It adds shadow detail that isn't already present in the GI cache by tracing rays a short distance from the shading point. It only affects indirect light (GI) and some soft reflections, depending on how the reflections are rendered. It does not affect direct lighting. ''This feature can significantly increase render times in Terragen 2.''</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">=== GI in Clouds ===</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">The following settings affect the rendering of all cloud layers that are "Cloud Layer V3" or "Easy Cloud", which are new in Terragen 4. "Cloud Layer V2" nodes are not affected by these settings.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">'''Cloud GI quality:''' This affects the accuracy of the background/indirect lighting component of Cloud Layer V3 and Easy Cloud (but not Cloud Layer V2). The background/indirect lighting component is light received from other parts of the scene, except for direct lights such as the sun. It includes light received from things like terrain, other cloud layers, and anything else in the sky that is not part of the same cloud layer. It does ''not'' include scattering within the same cloud layer, as that is handled separately. Cloud GI is most visible in the shaded parts of a cloud. </ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Cloud GI quality affects how accurately this light is calculated. Low quality settings tend to produce flicker in animations or sometimes blotchy looking lighting in the clouds, but render faster. Each step down in the menu represents an increase in the quality by doubling the number of light samples, but also an increase in render time.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">'''Cloud GI max ray depth:''' ''Terragen 4.1 and higher''. Like Cloud GI quality, this setting affects the accuracy of the background/indirect lighting component of Cloud Layer V3 and Easy Cloud (but not Cloud Layer V2). It limits the maximum ray depth at which to include light from other parts of the scene. You can think of this as the number of times light can bounce between different cloud layers. It does ''not'' limit how many times light can scatter within a single cloud layer, as that is handled separately. It only affects bounces between layers created by different nodes in the scene. If you have many cloud layers in the scene it's especially important to keep this number low (e.g. 1 or 2) to prevent long render times due to light interactions between cloud layers. This part of the renderer may be improved in future to allow higher ray depths without excessive render times.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">'''Voxel scattering quality:''' ''Terragen 4.1 and higher''. This affects all cloud layers of type Cloud Layer V3 and Easy Cloud, but not Cloud Layer V2. TBC (''TO BE COMPLETED'')</ins></div></td></tr>
</table>Matthttps://www.planetside.co.uk/wiki/index.php?title=Terragen_4_Global_Illumination&diff=11693&oldid=prevMatt: Spacing before section titles2017-08-10T07:14:56Z<p>Spacing before section titles</p>
<table class="diff diff-contentalign-left" data-mw="interface">
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<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 07:14, 10 August 2017</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l1" >Line 1:</td>
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<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=== Global Illumination in Computer Graphics ===</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=== Global Illumination in Computer Graphics ===</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Lighting caused by light emitted from glowing, luminous objects, e.g. lava, fire, bioluminescence.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Lighting caused by light emitted from glowing, luminous objects, e.g. lava, fire, bioluminescence.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* "Multiple scattering" in clouds and atmospheres. "Multiple scattering" in volumes is often thought of as a separate phenomenon from global illumination, but in fact it can be treated as a form of global illumination if the scattering is rendered as a lighting effect upon the volume. In Terragen, multiple scattering is approximated using the global illumination cache. Clouds and atmospheres will illuminate themselves in a way that simulates multiple scattering. Being part of the global illumination system, GI in volumes completely integrates with GI from surfaces. Light bouncing off or emitted from surfaces will light up clouds and atmospheres, and light scattering through clouds and atmospheres will light up surfaces.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* "Multiple scattering" in clouds and atmospheres. "Multiple scattering" in volumes is often thought of as a separate phenomenon from global illumination, but in fact it can be treated as a form of global illumination if the scattering is rendered as a lighting effect upon the volume. In Terragen, multiple scattering is approximated using the global illumination cache. Clouds and atmospheres will illuminate themselves in a way that simulates multiple scattering. Being part of the global illumination system, GI in volumes completely integrates with GI from surfaces. Light bouncing off or emitted from surfaces will light up clouds and atmospheres, and light scattering through clouds and atmospheres will light up surfaces.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Rendering with GI ==</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Rendering with GI ==</div></td></tr>
</table>Matthttps://www.planetside.co.uk/wiki/index.php?title=Terragen_4_Global_Illumination&diff=11692&oldid=prevJavaJones: /* Global Illumination in Terragen */2017-08-10T05:21:09Z<p><span dir="auto"><span class="autocomment">Global Illumination in Terragen</span></span></p>
<table class="diff diff-contentalign-left" data-mw="interface">
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<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 05:21, 10 August 2017</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l21" >Line 21:</td>
<td colspan="2" class="diff-lineno">Line 21:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Lighting caused by light emitted from glowing, luminous objects, e.g. lava, fire, bioluminescence.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Lighting caused by light emitted from glowing, luminous objects, e.g. lava, fire, bioluminescence.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* "Multiple scattering" in clouds and atmospheres. "Multiple scattering" in volumes is often thought of as a separate phenomenon from global illumination, but in fact it can be treated as a form of global illumination if the scattering is rendered as a lighting effect upon the volume. In Terragen, multiple scattering is approximated using the global illumination cache. Clouds and atmospheres will illuminate themselves in a way that simulates multiple scattering. Being part of the global illumination system, GI in volumes completely integrates with GI from surfaces. Light bouncing off or emitted from surfaces will light up clouds and atmospheres, and light scattering through clouds and atmospheres will light up surfaces.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* "Multiple scattering" in clouds and atmospheres. "Multiple scattering" in volumes is often thought of as a separate phenomenon from global illumination, but in fact it can be treated as a form of global illumination if the scattering is rendered as a lighting effect upon the volume. In Terragen, multiple scattering is approximated using the global illumination cache. Clouds and atmospheres will illuminate themselves in a way that simulates multiple scattering. Being part of the global illumination system, GI in volumes completely integrates with GI from surfaces. Light bouncing off or emitted from surfaces will light up clouds and atmospheres, and light scattering through clouds and atmospheres will light up surfaces.</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;"></del></div></td><td colspan="2"> </td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">You can find more advanced information on how the GI in Terragen is generated on the [[GI Sampling Details]] page.</del></div></td><td colspan="2"> </td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Rendering with GI ==</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Rendering with GI ==</div></td></tr>
</table>JavaJones