Path Ray Tracing
Global illumination effects can be rendered with path ray tracing.
On contrary to the distributed ray tracing, for each ray hit, at most
one ray is reflected or refracted when path ray tracing is used. With
sufficiently large trace depth limits, most of the indirect illumination
effects are computed correctly. However, the results are very noisy and
an extremely high number of samples is required for obtaining high quality
images.
An implementation of the path raytracing is provided by the
path_material shader which, for convenience,
uses the same parameters as
dgs_material.
Note that the mental ray final gathering and global illumination settings
have no effect on the surfaces with path_material: the diffuse
indirect illumination component is computed by reflecting at most one ray
in a direction driven by with Lambertian distribution. As a consequence,
there is no path_material_photon shader. For rendering speedup,
final gathering and photon emission should be disabled. Comparing with
the scenes using photon maps, the trace depth has to be increased.
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