Indirect Lighting (Rasterization)

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An old IL technique kept for backward compatibility, we recommend to use raytraced IL instead.

Note that these attributes have effect only for Spot lights and only if Indirect Lighting feature is enabled in currently active render node (see Render Settings Node section).


Indirect Lighting

Enables or disables indirect lighting for this spot light. Note that indirect lighting has to be enabled in currently active render node (see Render Settings Node section).


Resolution

Resolution in one dimension for target for rendering scene from light source. This target is used for creating virtual point lights (VPLs).


Near Plane

Near plane used for creating virtual point lights (VPLs).


Far Plane

Near plane used for creating virtual point lights (VPLs).


Number of Lights

Number of VPLs which are used to estimate indirect lighting. Note that this attribute is squared, this means that e.g. 4 means 4*4 = 16 light sources. Also note that number of lights must be lower or equal as resolution because VPLs are computed as average from this target.


Intensity

If this spot light is used for indirect lighting, this parameter allows some global intensity tuning.


Decay Rate

It is possible to use different decay rate for indirect lighting.



Shadows


Use Shadows

Enables or disables shadow computation for indirect lighting.


Shadows Resolution

Resolution of each shadow map. Note that this attribute multiplied by Number of Lights attribute will be clipped to maximal value 16384.


Shadows Bias

Shadow bias for shadow maps.


Shadows Coef.

Coefficient for estimate how far VPLs have same shadow map. Zero means, that each VPL have own shadow map. With biggest number you save time and memory for lower number of shadow maps, but decrease a quality.

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