20 |
|
sources corresponding to bright, concentrated regions in |
21 |
|
the given ambient environment. |
22 |
|
Any local geometry is ignored in the input octree, which |
23 |
< |
should be derived from a captured light probe. |
23 |
> |
should be derived from a captured light probe and modeled |
24 |
> |
as a distant hemispherical or spherical glow source. |
25 |
|
The output sources may then be combined with this environment |
26 |
|
to produce a more efficient scene for rendering, faster and |
27 |
|
less prone to sampling artifacts. |
30 |
|
.I \-d |
31 |
|
option may be used to specify the number of ray samples, which |
32 |
|
defaults to 262,000. |
33 |
< |
Calculation time is roughly proportional to accuracy, and the |
34 |
< |
default is fine enough to find sources the size of the sun |
33 |
> |
Calculation time is roughly proportional to this setting, and the |
34 |
> |
default is fine enough to resolve sources the size of the sun |
35 |
|
(half a degree) or larger. |
36 |
|
.PP |
37 |
|
The |
38 |
|
.I \-t |
39 |
|
option may be used to manually set the radiance threshold for |
40 |
|
sources, in watts/sr/meter^2. |
41 |
< |
The default uses the top 1 percentile of the environment, which |
41 |
> |
The default uses the top 2 percentile of the environment, which |
42 |
|
is usally a good value. |
43 |
|
.PP |
44 |
|
The |