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title: "Brute Force Engine"
canonical: "https://documentation.chaos.com/space/VBLD/117638978/Brute%20Force%20Engine"
format: markdown
---
This page provides information on the Brute Force rollout under the   GI tab   in V-Ray's  Render Settings. Overview The Brute force method for computing global illumination recomputes the GI values for every single shaded point separately and independently from other points. This method is very accurate, especially if you have many small details in the scene. To speed up Brute force GI, you can use a faster method for approximating secondary GI bounces, while using the brute force method for the primary bounces. The Brute force GI rollout appears only when the Brute force method is selected as an  Engine  within. For more information on how the Brute force GI calculations work, please see the  Brute Force GI theory  page . UI Path:  ||Properties Editor|| >  Render  >  GI Parameters This section is available only if you have chosen Brute force as the secondary GI engine. Depth  –   Determines the number of samples used to approximate GI. Please note that this is not the exact number of rays that V-Ray traces.