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  • #16
    Vlado, I think that you could make a new tutorial about a animation with moved object.
    It will be very very useful to have a good workflow about it.
    This is the only thing that missing in.
    regards
    =:-/
    Laurent

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    • #17
      Originally posted by priad
      Vlado, I think that you could make a new tutorial about a animation with moved object.
      It will be very very useful to have a good workflow about it.
      This is the only thing that missing in.
      regards
      Yes, we are working on it.

      Best regards,
      Vlado
      I only act like I know everything, Rogers.

      Comment


      • #18
        and glossy reflections
        Marc Lorenz
        ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
        www.marclorenz.com
        www.facebook.com/marclorenzvisualization

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        • #19
          Vlado says:"We are not using glossy reflections in this scene, but if you are using them and not using the Use light cache for glossy rays option at the same time, then you can set the Secondary GI engine to None for the final animation. This is because you won't need the light cache and turning it off will save memory. "
          What do you mean?
          I must make an animation with a spray which you can see in the image upload, and I have many glossy reflect and refract, if I follow your tut how can I make my final setup:
          With lightcache for second bounce and "use lightcache for glossy" or without lightcache and none for the second bounce?
          Does use lightcache for glossy and irmap in first bounce work fine?
          Regards
          =:-/
          Laurent

          Comment


          • #20
            Originally posted by priad
            What do you mean?
            I must make an animation with a spray which you can see in the image upload, and I have many glossy reflect and refract, if I follow your tut how can I make my final setup:
            With lightcache for second bounce and "use lightcache for glossy" or without lightcache and none for the second bounce?
            Yes, exactly. But to avoid this confusion, always leave the light cache on.
            Does use lightcache for glossy and irmap in first bounce work fine?
            Regards
            Yep, it works fine.

            Best regards,
            Vlado
            I only act like I know everything, Rogers.

            Comment


            • #21
              Hey Vlado, great tutorial, that's really helped me out alot

              Just two questions for you... my apologies if I'm going over old territory!

              1. What setting did you use for the IRmap sequence? Medium-animation? or something quicker?

              2. Am I right in noticing that once the light cache has been calculated, the IRmap phase get calculated one hell of a lot faster?

              3. (the bonus question) I just wanted to clarify... It is possible to use incremental add to current map in conjunction with backburner without any problems (ie flicker)? Does backburner handle frame allocation ok without max saving any files? Reading your post above, I get the feeling you are suggesting that you need to send different sections of the animation to each render-node.

              This is my first post here, so I wanted to also say a big thanks for writing such a great package!
              Patrick Macdonald
              Lighting TD : http://reformstudios.com Developer of "Mission Control", the spreadsheet editor for 3ds Max http://reformstudios.com/mission-control-for-3ds-max/



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              • #22
                Originally posted by re:FORM
                1. What setting did you use for the IRmap sequence? Medium-animation? or something quicker?
                The default High preset.

                2. Am I right in noticing that once the light cache has been calculated, the IRmap phase get calculated one hell of a lot faster?
                Faster compared to what? It is certainly a lot faster than using QMC GI for the secondary bounces.

                3. (the bonus question) I just wanted to clarify... It is possible to use incremental add to current map in conjunction with backburner without any problems (ie flicker)? Does backburner handle frame allocation ok without max saving any files? Reading your post above, I get the feeling you are suggesting that you need to send different sections of the animation to each render-node.
                Yes, you can render different sections on different nodes, but you must merge the resulting irradiance maps manually with the irradiance map viewer in the end, before rendering the final animation.

                This is my first post here, so I wanted to also say a big thanks for writing such a great package!
                You are welcome

                Best regards,
                Vlado
                I only act like I know everything, Rogers.

                Comment


                • #23
                  Originally posted by vlado
                  Originally posted by priad
                  What do you mean?
                  I must make an animation with a spray which you can see in the image upload, and I have many glossy reflect and refract, if I follow your tut how can I make my final setup:
                  With lightcache for second bounce and "use lightcache for glossy" or without lightcache and none for the second bounce?
                  Yes, exactly. But to avoid this confusion, always leave the light cache on.
                  Best regards,
                  Vlado
                  I am still confused about that last part of the tutorial. Why could you do without secondary bounces when you have glossy reflections in the scene? Or am I misunderstanding things here
                  You can contact StudioGijs for 3D visualization and 3D modeling related services and on-site training.

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                  • #24
                    you can have the lightcache saved with the irradiance map. If done so, you can actually just turn off secondary bounces which will save memory as you wont have to load the lightcache.

                    If you have the lightcache help precompute the glossies, then youll need to go ahead and load the lightcache when rendering.
                    ____________________________________

                    "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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                    • #25
                      hi, i try to click the LINK but its no longer there.. someone can assist? thank you

                      Comment


                      • #26
                        Login to the users area on www.vrayrender.com and go to vray docs. Click the link and scroll down to see the list of tutorials
                        Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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                        • #27
                          To have all the multiframe inc. maps coming from the same machine, I tried DR, thinking it would be faster.., the first IR went well, but the second one could not log the other machines in the job... (doing it this way would avoit the manual assembly of the final map, well, I think )

                          Is there a way aound it?

                          Thanks
                          Alain Blanchette
                          www.pixistudio.com

                          Comment


                          • #28
                            Originally posted by thablanch
                            To have all the multiframe inc. maps coming from the same machine, I tried DR, thinking it would be faster.., the first IR went well, but the second one could not log the other machines in the job... (doing it this way would avoit the manual assembly of the final map, well, I think )

                            Is there a way aound it?

                            Thanks
                            Currently - no way around it. Working on it though.

                            Best regards,
                            Vlado
                            I only act like I know everything, Rogers.

                            Comment


                            • #29
                              This can be done, for example, by creating a geosphere directly in the camera viewport or a Tape object and using it to visualize the sample size. For our scene, a sample size of about 2.0 seems to be good enough (the scene is in Generic units).
                              Didn't understand that part. Took out a tape measure and still having problems trying to identify what was measured.
                              LunarStudio Architectural Renderings
                              HDRSource HDR & sIBL Libraries
                              Lunarlog - LunarStudio and HDRSource Blog

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                              • #30
                                Originally posted by jujubee
                                This can be done, for example, by creating a geosphere directly in the camera viewport or a Tape object and using it to visualize the sample size. For our scene, a sample size of about 2.0 seems to be good enough (the scene is in Generic units).
                                Didn't understand that part. Took out a tape measure and still having problems trying to identify what was measured.
                                It can help you determine how large is a single sample from the light cache on the average - that is, the size of the patches that you see in the unfiltered light cache. You don't want these to be too big, as you will loose detail in the lighting, neither too small as this will make it too noisy. In Screen mode for the light cache, the size is adjusted automatically, but since we are using World mode in the tutorial, you have to determine the right size for the samples based on the specific scene.

                                Best regards,
                                Vlado
                                I only act like I know everything, Rogers.

                                Comment

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