2008

Left: Direct light only is stored in the radiosity mesh.
Middle: Indirect light only is stored in the radiosity mesh.
Right: Direct and indirect light both stored in the radiosity mesh (the shadows are
usually very coarse).
WARNING If you choose this option but haven't generated a radiosity solution,
rendering generates a completely black image.
Render Direct Illumination 3ds Max renders shadows from the lights at each
rendering frame, and then adds indirect light from the radiosity solution. This
is the default rendering mode.
Left: Direct light calculated only by the scanline renderer.
Middle: Indirect light calculated only by the radiosity mesh.
Right: Direct and indirect light combined.
Regather Indirect Illumination In addition to recalculating all the direct
lighting, 3ds Max recalculates the indirect lighting at each pixel by regathering
illumination data from the existing radiosity solution. Using this option can
produce the most accurate, artifact-free images, but it can add a considerable
amount of rendering time.
Default Scanline Renderer Rollout | 6019