Image Based Lighting in Clarisse / by Xuan Prada

I've been using Isotropix Clarisse in production for a little while now. Recently the VFX Facility where I work announced the usage of Clarisse as primary Look-Dev and Lighting tool, so I decided to start talking about this powerful raytracer on my blog.

Today I'm writing about how to set-up Image Based Lighting.

  • We can start by creating a new context called ibl. We will put all the elements needed for ibl inside this context.
  • Now we need to create a sphere to use as "world" for the scene.
  • This sphere will be the support for the equirectangular HDRI texture.
  • I just increased the radius a lot. Keep in mind that this sphere will be covering all your assets inside of it.
  • In the image view tab we can see the render in real time.
  • Right now the sphere is lit by the default directional light.
  • Delete that light.
  • Create a new matte material. This material won't be affected by lighting.
  • Assign it to the sphere.
  • Once assigned the sphere will look black.
  • Create an image to load the HDRI texture.
  • Connect the texture to the color input of the matte shader.
  • Select the desired HDRI map in the texture path.
  • Change the projection type to "parametric".
  • HDRI textures are usually 32bit linear images. So you need to indicate this in the texture properties.
  • I created two spheres to check the lighting. Just press "f" to fit them in the viewport.
  • I also created two standard materials, one for each sphere. I'm creating lighting checkers here.
  • And a plane, just to check the shadows.
  • If I go back to the image view, I can see that the HDRI is already affecting the spheres.
  • Right now, only the secondary rays are being affected, like the reflection.
  • In order to create proper lighting, we need to use a light called "gi_monte_carlo".
  • Right now the noise in the scene is insane. This is because all the crazy detail in the HDRI map.
  • First thing to reduce noise would be to change the interpolation of the texture to Mipmapping.
  • To have a noise free image we will have to increase the sampling quality of the "gi_monte_carlo" light.
  • Noise reduction can be also managed with the anti aliasing sampling of the raytracer.
  • The most common approach is to combine raytracer sampling, lighting sampling and shading sampling.
  • Around 8 raytracing samples and something around 12 lighting samples are common settings in production.
  • There is another method to do IBL in Clarisse without the cost of GI.
  • Delete the "gi_monte_carlo" light.
  • Create an "ambient_occlusion" light.
  • Connect the HDRI texture to the color input.
  • In the render only the secondary rays are affected.
  • Select the environment sphere and deactivate the "cast shadows" option.
  • Now everything works fine.
  • To clean the noise increase the sampling of the "ambient_occlusion" light.
  • This is a cheaper IBL method.