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global illumination and photon maps


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I don't now what's in my head but i don't understand the houdini behaviour of gi / photon map.

i'm pretty familiar with maya and in which mental ray handles that things( gi and fg). maybe thats the reason why i not understand the things in houdini.

vex global illumination as ambient occlusion ...that doesn't spread my head :-)

vex global illumination as full irradiance ... hm seems to me the same result as ambient occlusion but as my test scene is so simple mybe that is the issue.

but how can i shoot out photons and use them in the mantra? and this only works with the light template?

i know there is pbr but i really whant to understand the "old" way.

would be great if someone can point me in the right direction with a hip file so i have a little bit to play with

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