isoyann wrote:"One of theses feature is the ability to texture the ray color exit of the GI."
Is that some type of light map? Final gather map?
Not really.. using distance clipping, the GI light will only shoots rays in a max range of 1 meter for example (if you set the clipping to 1m). Above this distance, the rays hit nothing and return black. The ray color exit allows you to replace the black with any color, or texture it. Using a panoramic 360 small render (32x32 is enough) of your scene to texture it (in clarisse you can use any interactive render as a map) give you a very good approximation of the full GI render.
If you change the scene (move objects, add or change lights..) , the panoramic render will be re-rendered and used on the fly , here is an example which show this with a very saturated colored lighting, computed in 20 minutes (there is still noise in the 1 meter GI range because the sampling is too low, but the walls, illuminated mainly by the ray exit color, is clean.. ).
bedroom_clarisse1200sec par isoyann, sur Flickr
dboude wrote:Hi,
With attenuation, you can clip light rays. So yes, you will cut render time using it. You can also increase the Low Light Threshold in the renderer attributes to stop light rays with an intensity under the threshold.
Cheers