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The basic rules to render an animation in SketchUp you need to make sure that you need to have:
1. Pages setup.
2. In the Render Options under the Output pull down you must enable Animation by checking "On".
3. In the Render Options you should also choose "Save file" in the Render Output section of the Output section.
That should get you started. We are here to help if you have other questions.
So with animation the suggested workflow right now is to use a precalculated irradiance map for primary bounces and qmc for secondary bounces. The success of the animation pretty much all hinges on setting up the Irradiance Map correctly, and eventhough it may be a little foreign, its not very hard once you go through it.
After you have your animation set up there are a few quick set up things that you'll need to do, so I'll go over those really quickly and then the details on the irradiance map parameters. The first thing you'll need to enable is a parameter in Global Switches called Don't Render Final Image. What this basically does is tells V-Ray to render things like the Irradiance map (or LC if you had that enabled-but not for this instance) but not the actual rendered image, which allows you to precalculate those solutions without spending time rendering an essentially useless image (you'll see why later). The next place you need to go is to the Output rollout. At the bottom you will see the option to enable animation as well as the option to pick your frame rate. After enabling animation you will need to change the frame rate so that you're basically rendering out every 5th or 10th frame. This is not your final animation, just the prepass. For example, if you intend to render your final animation at 30 frames a second the frame rate that you will need to set is between 3 and 6 frames.
After that you will need to setup the Irradiance Map parameters. Our goal for this whole prepass sequence is to end up with one irradiance map that is calculated for the whole animation sequence, and there are several tricks that we are going to use to do this. The first one is in the Mode options and its called Incremental Add to Current Map. What this basically does is renders out the IR map for the first frame, then for every frame after that refines the previous solution and adds extra samples when necessary. This makes the calculation extremely effiecient and you'll find that after a few frames the time spend calculating each subsequent frame is very very short. This also means that you can set IR map for higher quality the you would normally because you won't have to spend that time calculating every single frame, and even if the first frame takes a little while, the majority of them will only take a fraction of the time. And keep in mind that we are only doing this for a selected number of frames, so that will speed things up as well.
There are a few other tweeks that you can make with IR, but they are relatively optional (meaning that you can get by without them, but you'd probably be better off if you did them). The major one is to change the threshold values, which basically tells V-Ray where to place the IR samples. This is going to give better coverage and lead to better quality. The color threshold should be changed from .3 to .25, the Normal threshold can be left as is, and the distance threshold should be changed form .1 to .4
So here are a quick list of checks (there are 1 or 2 things that I didn't mention above, so make sure you run through these before you run the prepass)
1. Enable don't render final image
2. Setup the output for animation with the appropriate frame rate (saving the images doesn't matter at this stage, although I believe they will be saved anyway)
3. Setup your Indirect illumination engines. IR for primary bounces and QMC for secondaries
4. Setup Irradiance Map settings
a. Change mode to Incremental Add to Current Map
b. Clear the current irradiance map by pressing RESET under the current map options (if you don't do this it will try to calculate the IR map off of the last rendered image...Not good)
c. Under Post Render set it to AutoSave and give a file path
d. Change thresholds (optional)
5. Lastly...Make sure that Batch Render is enabled as this will screw up the render process.
Now you can go through and render the prepass, and once you've done that you have hit the home stretch.
After you rendered your prepass there a few quick steps to get ready for rendering out the full animation. First off is to change the IR mode to From File, and grabbing the IR file that you rendered out from the prepass. Next you'll want to change your frame rate back to the final number (30 is a good number) and while your in the Output rollout you should set up the path for your images to be saved. Lastly disable Don't Render Final Image as this will prevent your animation from being rendered. After that you should be good to go.
Extra pointer: If you create an animation, for default it will save as png. I really recommend saving them in a different format like BMP, JPG or TIFF. The situation of the PNG, if you plan to animate exteriors then the backgrounds will show transpanercy.
Well it seem to me that we can no longer send attachments to the forum. the only way to send is throught emails. if you want the vispots in order to create animation, here is my email: graditec@gmail.com
I am not sure what you are trying to say. but the last one about 2 scenes is no. is only one scene. the first vispot A animation is only the prepass which involves of doing all the calcuations and math work for every 6 or 7 frame. once that is done you open up B animation to continue with the final rendering. the reason i did these 2 vispots is because it was easier for me remeber of how to create the animation. now to be honest with you i hope the company of the vray will come with something that we do not have to do all that process.
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