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Global Illumination.
BusyRay uses
algorithm called bi-directional path tracing. Strength of this algorithm is that
it can accurately simulate arbitrary materials (no matter how diffuse or glossy)
and arbitrary light sources. No special changes in the scene are needed to enable the global illumination. Just choose BusyRay as your current 3DS MAX renderer
and render your existing scenes - global illumination should appear
automatically.
Accuracy estimation.
BusyRay estimates accuracy per-pixel
during the computation. Computation continues as long as there is at least one
pixel with error larger than specified threshold. Desired accuracy is specified using this dialog:

The unit of error
estimation is one level of display brightness (i.e. error can vary from 0 to
256). The smaller "Wanted" error, the better quality you will get, but the
longer time you will have to wait while the image is ready. If you need just a
draft image, set error to 256. Image with moderate quality will be computed at
default error level equal to 5. If you need a noiseless image, or if you are
computing an animation, we recommend to set "Wanted" error to 3.
Specular reflection.
BusyRay supports reflection by standard Raytrace materials included into 3DS MAX.
Reflection is controlled by 'Reflect' parameter of the below dialog. Fresnel
reflection can be enabled by switching between different options of that
parameter.

Glossy Reflection.
One can get glossy reflection with
any material (not necessarily Raytrace). In principle any material (even
diffuse) creates blurry reflection, but it might be not noticeable if it is TOO
blurry. To make glossy reflections visible, one has to make the glossy peak
narrow and high as shown on Figure below. Closer objects create sharper
reflections, farther objects create reflections that are more blurry.

Area light sources & Soft shadows.
There are two ways to get soft shadows in BusyRay. One of them is to use "Area
Shadows" setting of standard 3DS MAX lights. Below we show how one creates omni
rectangular light 10x10 cm. This kind of light would cast soft shadows when used
with BusyRay. The larger light source size - the more blurred shadow borders
will be. 
Another way to create an
area light source is to assign self illumination to material. For example, here
is the setting of red emitting Blinn material (Self-Illumination parameter is
set to 50): 
Or gray emitting
Raytrace material (Self-Illum parameter is set to 50):

Editing of tone mapping
parameters
Tone mapping determines how high dynamic range (HDR) values are mapped to low
dynamic range of monitor. Parameters that define this mapping are MinHDR/MaxHDR
and tone mapping curve. MinHDR/MaxHDR define interval of physical values that
will be mapped to sensible colors on the screen. All physical values that are
smaller than MinHDR will be mapped to black and all physical values that are
larger than MaxHDR will be mapped to white. In-between HDR values will be mapped
according to the tone mapping curve. Using dialog depicted below BusyRay allows
to choose one of the common curves: 'Line', 'Gamma', 'S-shape'. Parameters of
'Gamma' and 'S-shape' curves can be adjusted using slider to the right from the
curve selection list box. By selecting 'Custom', curve can be edited directly
using mouse. In this mode double click with the left mouse button introduces new
curve control point, click with the right mouse button removes curve control
point. If 'From Scene' curve is selected, BusyRay will build automatic curve
basing on preview rendering of your scene. 'Auto Min/Max' checkbox enables
automatic selection of MinHDR/MaxHDR basing on preview rendering of your scene.

High Dynamic Range channel output
BusyRay performs all computations in physical units. Before display, these
values are tonemapped and clamped to fit low dynamic range of the monitor.
Sometimes it can be of interest to see what were the original non-clamped
floating point values. To see these values, press 'HDR channel' checkbox in the
BusyRay rendering dialog (below).

After rendering HDR values can be picked in framebuffer using right mouse button
(Non-Clamped Color values on Figure below):
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