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How to achieve a clean rendering when Final gathering “needs” Global illumination?

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How to achieve a clean rendering when Final gathering “needs” Global illumination?

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As I mentioned above, the Final gathering method used alone can achieve really clean results. That is, almost perfect if you can stand huge rendering times. What I was complaining about before we discovered this way of using FG, is that Mental Ray’s Final Gathering used in conjunction with Global illumination always lead to imperfect images. That is, as I already described, a generally satisfying result of lighting behavior (physically correct mimic of reality) but with here and there inconsistent lighting at corners and shadow artifacts that come up every now and then. Since we better understand now how Final Gathering really works and what kind of result we can expect from it, the next step would be to get the same quality when Final gathering “needs” Global illumination. Here are the statements : Final gathering method used alone : – When you put an object inside a constant sphere, as far as I understood, Final gathering casts rays in all directions for each pixel of the object. The

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