Re: Irradiance Map (vrmap) optimizing
Are you simply trying to speed up the render while it's calculating the vrmap to use afterwards?
Why not just using the 'don't render final image' in the global swatches rollout? This way, vray computes the vrmap, saves it and doesn't start the rendering.
About reducing the output size, that is indeed exactly what the min max rate in IR map is for. The IR map for a render at 1600*1200 with min/max set to -4/-1 is exactly the same as 800*600 with -3/0
Usually everything you do that speeds up calculations, will degrade quality.
AA settings have no effect on the IR map calculation time.
Priad I think you understood vlado wrong. If you use the 'use licghtcache for glossy' option, you need to enable LC for second bounce. This 'use LC for glossy' info is not stored within the IR map. Vlado simply says that you better let LC for second bounce always on to avoid confusion (the only disadvantage to this is that the loaded LC map uses a bit of ram, it doesn't take longer to render if you leave it on).
Originally posted by jujubee
Why not just using the 'don't render final image' in the global swatches rollout? This way, vray computes the vrmap, saves it and doesn't start the rendering.
About reducing the output size, that is indeed exactly what the min max rate in IR map is for. The IR map for a render at 1600*1200 with min/max set to -4/-1 is exactly the same as 800*600 with -3/0
Usually everything you do that speeds up calculations, will degrade quality.
AA settings have no effect on the IR map calculation time.
Priad I think you understood vlado wrong. If you use the 'use licghtcache for glossy' option, you need to enable LC for second bounce. This 'use LC for glossy' info is not stored within the IR map. Vlado simply says that you better let LC for second bounce always on to avoid confusion (the only disadvantage to this is that the loaded LC map uses a bit of ram, it doesn't take longer to render if you leave it on).
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