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  • lightcache catch

    hi all

    I made some test and I could not find an answer...
    when I prerender the lightcache in world units and then reuse it, is the lightcache rendered for the whole scene or is it viewdepended?
    the problem is this, do I have to animate the cam in the scene to catch the whole light for the lightcache?

    best regards
    themaxxer
    Pixelschmiede GmbH
    www.pixelschmiede.ch

  • #2
    the world units just change how you express the sample size.
    The animation mode is what you need to calculate for the entire camera path (not the whole scene)

    Am i right, ppl?

    Lele

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    • #3
      Yeah, setting it to "world" just changes how, and to a certain extent, where the samples are taken. For "Fly-through" mode setting it to "world" ensures that your sample density is consistent throughout the camera animation path. This explains it all pretty well-->http://www.spot3d.com/vray/help/150R...ials_imap2.htm
      www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

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      • #4
        i think photon mapping was the only one that could capture a full global solution

        ---------------------------------------------------
        MSN addresses are not for newbies or warez users to contact the pros and bug them with
        stupid questions the forum can answer.

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        • #5
          Irradiance and Light cache are definito camera dependento!

          best regards,
          Victor NSY
          Studio Max 2009 x64
          X5000 Chipset | Dual Core Intel 5140 | 4G RAM | Nvidia FX3450 drv 6.14.10.9185

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