GOOGLE ADS


Have you ever come across a thread in the VRAY forums that read something like this:

"For GI use QMC + LC instead of IR or try HDRI + PPT along with LWF and use DR."

Huh?
Without knowing the lingo you can get lost pretty quick. In my tutorials I try to avoid using the many acronyms that are associated with VRAY. However, you may find that when you ask a question in an online forum the response you get might as well be in greek...especially if you are new to VRAY. To help you out with this I've compiled a glossary of VRAY related terms and acronyms as they commonly appear in various forums.


*Some definitions are taken from Wikipedia
and posted here under the
GNU Free Documentation License

GI - Global illumination - commonly used to add realistic lighting to 3D scenes. Such algorithms take into account not only the light which comes directly from a light source (direct illumination), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene (indirect illumination).

HDRI - High Dynamic Range Imaging - is a set of techniques that allow a far greater dynamic range of exposures (i.e a large difference between light and dark areas) than normal digital imaging techniques. The intention of HDRI is to accurately represent the wide range of intensity levels found in real scenes ranging from direct sunlight to the deepest shadows. The file extension for HDRI files is .hdr. HDRI files can be used in conjuntion with VRAY to light and add reflections to a scene. See how here

QMC - Quasi Monte Carlo - In numerical analysis, a quasi-Monte Carlo method is a method for the computation of an integral (samples) that is based on low-discrepancy sequences. Quasi Monte Carlo sampling differs from Monte-Carle sampling in that the points generated using QMC are more evenly distrubuted . VRAY uses QMC sampling in Global Illumination, Motion Blur, Depth of Field, Glossy Reflections, antialiasing of the rendered image etc...

GI - Global illumination - commonly used to add realistic lighting to 3D scenes. Such algorithms take into account not only the light which comes directly from a light source (direct illumination), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene (indirect illumination).
GI - Global illumination - commonly used to add realistic lighting to 3D scenes. Such algorithms take into account not only the light which comes directly from a light source (direct illumination), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene (indirect illumination).
GI - Global illumination - commonly used to add realistic lighting to 3D scenes. Such algorithms take into account not only the light which comes directly from a light source (direct illumination), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene (indirect illumination).
GI - Global illumination - commonly used to add realistic lighting to 3D scenes. Such algorithms take into account not only the light which comes directly from a light source (direct illumination), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene (indirect illumination).
GI - Global illumination - commonly used to add realistic lighting to 3D scenes. Such algorithms take into account not only the light which comes directly from a light source (direct illumination), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene (indirect illumination).
GI - Global illumination - commonly used to add realistic lighting to 3D scenes. Such algorithms take into account not only the light which comes directly from a light source (direct illumination), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene (indirect illumination).
GI - Global illumination - commonly used to add realistic lighting to 3D scenes. Such algorithms take into account not only the light which comes directly from a light source (direct illumination), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene (indirect illumination).
GI - Global illumination - commonly used to add realistic lighting to 3D scenes. Such algorithms take into account not only the light which comes directly from a light source (direct illumination), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene (indirect illumination).
GI - Global illumination - commonly used to add realistic lighting to 3D scenes. Such algorithms take into account not only the light which comes directly from a light source (direct illumination), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene (indirect illumination).
GI - Global illumination - commonly used to add realistic lighting to 3D scenes. Such algorithms take into account not only the light which comes directly from a light source (direct illumination), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene (indirect illumination).
GI - Global illumination - commonly used to add realistic lighting to 3D scenes. Such algorithms take into account not only the light which comes directly from a light source (direct illumination), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene (indirect illumination).

GOOGLE ADS
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