Photon map
The global photon map is somewhat similar to the irradiance map. It is also used to represent the lighting in the scene, and it is a collection of points in 3D space (a point cloud). However, the photon map is built in a different way. It is built by tracing particles (photons) emitted by the scene lights. Those photons bounce around the scene and hit various surfaces. The hit points are stored in the photon map.
Reconstructing the illumination from the photon map is also different from the irradiance map. With the irradiance map, a simple interpolation is used to blend the nearby GI samples. With the photon map, we need to estimate the photon density at a given point. The idea of density estimation is central to the photon map. VRAYforC4D can use several methods for density estimation, each with its own advantages and disadvantages. Usually these methods are based on looking for the photons that are nearest to the shaded point.
Note that in general, the photon map provides a less accurate approximation of the scene illumination than the irradiance map, especially when it comes to small details. The irradiance map is built adaptively, whereas the photon map is not. Also a major disadvantage of the photon map is the boundary bias. This unwanted effect is mostly visible around corners and object edges, which appear darker than they should be. The irradiance map can also exhibit boundary bias, however its adaptive nature allows one to decrease the effect greatly. Another disadvantage of the photon map is that it cannot simulate illumination from skylight. This is because the photons need an actual surface to be emitted from. The skylight, at least in VRAYforC4D, is not a surface actually present in the scene.
On the other hand, the photon map is view-independent and can be computed relatively quickly. This makes it ideal for approximating the scene illumination when used together with more accurate methods like direct computation or the irradiance map.
Note that the building of the photon map is also controlled by the photon settings of individual lights in the scene. See the Light settings dialog for more information in Common Tab and Area light Tab of Lights Tag.

Photon Map options
Photon map mode
Progressive path tracing - in this mode, the light cache algorithm is used to sample the final image progressively. For a discussion of this mode see the tutorial.
- Single frame - this will compute a new light cache for each frame of an animation.
- Fly-through - this will compute a light cache for an entire fly-through animation, assuming that the camera position/orientation is the only thing that changes. The movement of the camera in the active time segment only is taken in consideration. Note that it may be better to use World Scale for fly-through animations. The light cache is computed only at the first rendered frame and is reused without changes for subsequent frames.
- From file - in this mode the light cache is loaded from a file. The light cache file does not include the prefiltering of the light cache; prefiltering is performed after the light cache is loaded, so that you can adjust it without the need to recompute the light cache.
- Load file - specifies the file name to load the photon map from, when the Mode is set to From file.
On render end
This group of controls determine what happens with the photon map after rendering is complete.
Notes
- The photon map is mostly useful for interior scenes with artificial lighting or relatively small windows.