Sample Renderings
样本渲染
Here you will find several sample renderings with various combinations of GI methods.
在这里,您将发现几个样例渲染与各种组合的 GI 方法。
The following project is illuminated by a sky through two windows set up as GI portals and a Cinema 4D Spot light on the back wall. The only variances are the GI methods, whereby the remaining settings reflect median quality settings. Some renderings are spotty, which is something that can be improved with higher sampling.
下面的项目是通过设置为 GI 门户的两个窗口和后墙上的Cinema 4D 聚光灯由天空照明。唯一的差异是 GI 方法,其余的设置反映中位数质量设置。有些渲染是斑点状的,这是可以通过更高的采样来改进的。
Note that the render times are only indicators and can vary for other projects (the render time will also be reduced dramatically for IC+LM and QMC+LM if Build Radiosity Maps is enabled). 100% render time is the most precise method for QMC+QMC.
请注意,渲染时间只是指示器,对于其他项目可能会有所不同(如果启用了 Build Radiosity map,对于 ic + lm 和 qmc + lm,渲染时间也会大大减少)。100% 渲染时间是 qmc + qmc 最精确的方法。
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Compare the methods and note the following:
比较这些方法并注意以下几点:
- How much faster the simplified Irradiance Cache is compared to QMC (as the primary method) for similar results. 对于类似的结果,简化的辐照度缓存与 QMC (作为主要方法)相比速度快多少
- Interior spaces are rendered comparatively bright due to numerous light reflections when using light maps whereas … 室内空间呈现相对明亮,由于大量的光反射时,使用光地图,而..
- … the remaining secondary methods are darker even though they allow a maximum of 8 reflections and render longer. 其余的次要方法是黑暗的,即使他们允许最多8个反射和渲染时间更长
- The precise shadows with QMC as primary method. 以 QMC 为主要方法的精确阴影
- How IC+QMC is prone to flickering. 为什么 ic + qmc 容易闪烁