Final gather is method of simulating indirect illumination. When used in combination with global illumination, Final Gather lets you create the most realistic, physically accurate lighting conditions for a scene (using Global Illumination alone can sometimes give splotchy results, as we have seen).
When Final Gather is enabled, every object effectively becomes a source of ray-emitting light, mimicking the natural world in which objects influence the colour of their surroundings. When one light ray strikes an object, a series of secondary rays are diverted at random angles around it to calculate the light energy contribution from the surrounding objects. The light energy is then evaluated during the ray tracing process to add the effect of the bounced light. Unlike Global Illumination, Final Gather does not use photon maps for the calculation of light at a given point in scene. Instead, Mental Ray for Maya samples the surrounding area above every point in the scene. The illumination at those points is then computed as direct illumination. (If Global Illumination is also being used at the same time, Final Gather calculates the total incoming illumination in the scene (called irradiance).)
Final Gather rays are emitted in many directions from a sample point and stop according to the settings in the Final Gather section of the Render Globals Setting window. Because Final Gather rays do not bounce, secondary surfaces are not taken into consideration. (However, when rays hit geometry, material shaders may cast secondary reflection, refraction, or transparency rays, as long as those secondary rays are specular or glossy, not diffuse.)
Final gathering eliminates the low-frequency variation in the global illumination that often results if too few photons are used. (Performance is optimized because Mental Ray for Maya reuses and interpolates nearby final gathers.)
Final Gather and Global Illumination
You can combine Final Gather and Global Illumination techniques to:
a. Achieve realistic lighting and shadows more cost effectively
b. Reduce flicker in animations
c. Effectively illuminate interiors (global Illumination on its own can sometimes render splotchy results)
d. You can reduce the number of Global Illum. Photons, the Global Illum. Energy levels and the number of Final Gather Rays, resulting in less rendering time but more realistic lighting
Hemispherical Sampling
Final Gather works by collecting the photons emitted into a scene and samples them back together with the goal of smoothing the look of many "rubber balls", to extend the metaphor, into a more cohesive, smoothly lit scene. Final Gather samples hemispherical areas, which can be thought of as baskets for these photons to reside in at the end of their emission. Final Gather works best in diffusely lit scenes to collect brightness in dark corners, and while similar to GI (and often used in conjunction with it), FG uses its hemispherical sampling form of raytracing to collect and smooth the bounces which are already calculated by the GI.
Final Gather Settings Final Gather settings should be tweaked in the order shown in Fig.17. These are listed in order of importance. |