![]() You need refractive GI caustics to get skylight through windows, for example. Note that this is not the same as Caustics, which represent direct light going through transparent objects. Refractive Caustics – Allows indirect lighting to pass through transparent objects (glass etc). ![]() Note that this is not the same as Caustics, which represent direct light going through specular surfaces. Reflective Caustics – Allows indirect light to be reflected from specular objects (mirrors etc). Note that GI caustics are usually hard to sample and may introduce noise in the GI solution. You must use the separate Caustics section to control direct light caustics. However, caustics caused by direct lights cannot be simulated in this way. GI caustics can be generated by skylight, or self-illuminated objects, for example. ![]() GI caustics represent light that has gone through one diffuse, and one or several specular reflections (or refractions). See the Light Cache section for more information on functionality. Light cache – Selects the light cache method as the primary GI engine. See the Brute Force section for more information on functionality. GI Engine – Specifies the method to be used for secondary diffuse bounces.īrute force – Selects the brute force method (direct computation) for primary diffuse bounces. The Primary GI Engine is always Brute Force.
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