We are currently using Cyclops to study light shelves.
In this analysis, could you please let us know the maximum number of reflections from surfaces such as the light shelf and ceiling that are taken into account?
We are currently using Cyclops to study light shelves.
In this analysis, could you please let us know the maximum number of reflections from surfaces such as the light shelf and ceiling that are taken into account?
Hi @石坂秀太
Settings related to the sampling of the scene are controlled using the Sampling Settings which is one of the inputs when creating Shading Masks.
I’m not entirely sure if you mean bounces or samples but here is documentation of both inputs:
Samples
The samples specify the side length of the grid within which randomly sampled rays that are cast. Meaning that the total number of rays is the square of the samples. For example, 100 samples will result in 10,000 rays being cast.
Max Depth
The absolute max amount of bounces that a ray path can do before it is terminated. For example, a value of 0 for this parameter will allow direct contribution only, while a value of 4 will permit up to 4 bounces of global contribution.
Thank you for your response.
By the way, how many bounces is the maximum value for Max Depth set to?
Is i1〜10 bounces, or is there no upper limit (infinite)?
There is no max for the input, you can in theory put in any value. Depends a bit on materials and so on how high you need to go. But you will see when it doesn’t make a difference anymore, it’s rare that you need to go over 10.