We have a pretty big scene that takes a long time to render, however only a few objects in the scene are animated. So I was thinking that it might save a lot of time to render the static environment separately from the animated characters. My question is: what would be the best method for rendering the static environment and moving camera with GI flicker free?
a) baking textures
b) spherical harmonics
c) walkthrough (per-calculating the irradiance and light cache passes)
Texture baking seems (a) the most strait forward. However I read here that the walk-through method was recommended. The difficulty is that it looks like we would need to render out every 10th frame for the IR, and since we have over 70 shots that becomes a lot of prep work. If there was a way to calulate it just once for all the shots, that would be preferable, and it seems like baking the textures and spherical harmonics would both allow this. I'm thinking that sphereical harmonics would be preferable over texture baking since it is a new fancy method. Perhaps however I am overlooking something (for instance I am wondering why walkthough was recomended over texture baking in the tutorial, and whether this SH would be any different). So any insights into the best approach here would be much appreciated!
a) baking textures
b) spherical harmonics
c) walkthrough (per-calculating the irradiance and light cache passes)
Texture baking seems (a) the most strait forward. However I read here that the walk-through method was recommended. The difficulty is that it looks like we would need to render out every 10th frame for the IR, and since we have over 70 shots that becomes a lot of prep work. If there was a way to calulate it just once for all the shots, that would be preferable, and it seems like baking the textures and spherical harmonics would both allow this. I'm thinking that sphereical harmonics would be preferable over texture baking since it is a new fancy method. Perhaps however I am overlooking something (for instance I am wondering why walkthough was recomended over texture baking in the tutorial, and whether this SH would be any different). So any insights into the best approach here would be much appreciated!
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