By turning on the Details mode, the Ambient Occlusion only darkens the indirect illumination in problem-areas, avoiding the traditional global and unpleasant Ambient Occlusion look. 通过打开细节模式,AmbientOcclusion只会对有问题的区域进行间接照明,避开传统的全局照明和看起来不合要求的AmbientOcclusion。
GI multiplier – sets the strength for the indirect illumination effects in a rendering for this material. 设置间接光线对当前材质的影响程度。
Get a more realistic illumination I have enabled Final Gather in "indirect illumination". I put a quite high number in "samples" to make the final rendering ( 600). 为了获得真实的光照,我开启了最终聚集,最后的渲染时给予较高的采样(600)。)
However, this indirect illumination will not have as much of an effect as the skylight. 然而,这种间接光照的效果并不像天光那样明显。
Global illumination is based on indirect illumination. It does not only need to calculate the direct source, but also need to concern about all the light-react contributions from the other objects. 全局光照属于间接光照,它不仅包括直接光源的计算,也同样关注场景中其他物体对所绘制物体的光照贡献。