2008

The initial quality stage performs repeated passes, which are shown in
the dialogs progress bar.
2 Refine Iterations (All Objects) and Refine Iterations (Selected Objects)
Because of the random nature of the sampling during the initial quality
stage, some of the smaller surfaces or mesh elements in the scene might
miss being hit by enough rays (or any rays at all). These small surfaces
remain dark, and result in the appearance of variance or dark spots. To
alleviate these artifacts, the Refine stage regathers light at every surface
element.
You can perform the Refine stage for the entire scene, or for selected
objects in the scene.
3 Regathering
Even after the Refine stage, it is still possible for visual artifacts to appear
in a scene because of the topology of the original model. These artifacts
sometimes appear as shadow or light leaks. To eliminate even these
model-based artifacts, a third, optional refinement stage known as Pixel
Regathering occurs at the time of image rendering. This involves a final
regather process for each pixel of the image. Regathering can add a
considerable amount of time to the rendering of a final image, but it also
produces the most detailed and artifact-free images possible.
One benefit of using Regathering is that it means the initial modeling
and mesh resolution dont need to be nearly as refined or tight as
would otherwise be required.
Radiosity Workflows
The following sections describe how to set up a scene for use with radiosity.
Set Units Correctly Before Processing Radiosity
For imported geometry, you must make sure that units are consistent in your
scene before processing radiosity (for example, a wall is 8 feet high, not 8
kilometers high). Units in 3ds Max must match the units of the model because
the radiosity engine always uses an inverse square falloff for lights. Therefore,
distance is crucial.
To make sure your units are setup correctly, use the
Units Setup dialog on
page 7601 . The Scene Unit is the most important unit in this dialog. This is the
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