Most GI rendering solutions use multiple algorithms to calculate a final GI solution, thats why there is a ‘first’ and ‘second’ integrator.
‘Final Gather’, as it’s name implies, is used essentially for gathering all the final rays. It used be back in the older days of Mental Ray, you would fire photons around the scene to approximate global illumination bounce, this made for a really blotchy, messy lighting, so then you would run ‘Final Gather’ to gather all your lighting data, smooth it out, take into account local detail, and make it look pretty. Eventually Mental Ray expanded it so that the final gather algorithm could do multiple bounces itself, which generally made the use of a secondary GI scheme unnecessary. Turtle renderer, what the core of Beast is based upon, took alot of cues from how Mental Ray worked. Thats where the term ‘Final Gather’ comes from, and why in Unity ‘Final Gather’ is the only thing you can get at by default.
Excuse me for explaining that if you already knew, just thought knowing that would help fill in the blank of why Beast is like that in case you did not know.
Anyways, for most intensive purposes, you should really only ever use multi-bounce final gather, unless your attempting to calculate the light bounce through an entire house, with no interior lights, from only a few open windows. Unless your lighting need is that extreme, then doing something more than multi-bounce final gather won’t make a noticable difference. BUT, in beast the secondary integrator is the PathTracer. PathTracer is essentially a brute force method, it makes for a really grainy result, so then you run final gather as the primary integrator to smooth out what the pathtracer calculates. I have been expirimenting with this much myself lately and it can give you noticably nicer interior lighting if your dealing with a low light situation that needs to have light bounce REALLY deep into a structure. Beware though, baking times can get horrendous! I easily managed to get a 12 hour wait on octo-core nehalem workstation. However I had the resolution cranked pretty high…
All you do is put ‘PathTracer’ in your secondary integrator, then you need to manually add the pathtracer settings at the bottom of this page: http://unity3d.com/support/documentation/Manual/Lightmapping%20custom%20settings.html
manually put them in your area.
from what I’ve expirimented with so far, a ptAccuracy of more than 1.5 is unnecessary even in extreme situations. ptAccuracy of 1 should be fine for everything, you could probably easily get away with .5
ptPointSize should always be left at 0 as far as I’m concerned. Adjusting radius size of points in modern renderers is really unnecessary unless there is an extremely specific instance and you know exactly what your doing
ptCacheDirectLight, is self explanatory, use it if you want, I use it when baking diffuse-only light setups
ptCheckVisibility is an odd thing because, it says if you turn this CheckVisibility on, you should turn the check visibility off for FinalGather. But in the tests I’ve done so far, you really do need both ptCheckVisibility on and fgCheckVisibility on in order to avoid light leakage. Maybe I was doing something wrong and missed something, not sure, maybe expiriment with that yourself. But I’ve been leaving both of them turned on.
Then of course, if your using the PathTracer, you only need 1 FG bounce because the pathtracer is simulating the effect of fully bounced lighting.
If you don’t use a secondary integrator, and have it set to do multiple FG bounces, then you are inf act getting multiple FG bounces, all the data for multi-bounce lighting is just being gather by the first integrator.
I’m not sure, but fgNormalThreshold I would assume is degrees, I’ve not played with that setting myself
The manual does say you can use HDR images to light the scene, I’ve not tried this myself. I am going to do some tests myself when I get to it.
I don’t know the answer to your other questions.
I will point out, because you did not mention it, when editing the XML file some interesting variables are these
.2
8
1.5
1
read about them in the manual, they take into account ambient occlusion in the FG samples, those are the settings I’ve found to add a nice effect