I have been pondering this question for some time now. When I pre-calc a solution for a piece of animation (camera only movement), what things can be changed afterwards that will not cause problems? The following are a list of statements/questions in no particular order. I am not sure which are true/false/rubbish!
eg:
1) I can calculate without glass, then render with glass and it will look ok.
2) I can calculate, then add an object and render - the object should be OK as long as I am happy with just the direct light and shadow that results fits OK with the pre-calc'ed solution - from the sunlight for eaxample
3) I can calculate, then remove an object: there will be a hole in the 'gi' where the object was, but the space behind it will be lit by the direct lights in the scene that weren't stored with the irradiance map.
4) I can calculate with various blurry (non interpolated) materials. At rendertime, I can remove blurry settings and the image will render fine, just with sharp reflections where once there were blurry.
5) I can calculate with a global switch of, say, 2 reflection/refraction. Then at rendertime up this value to, say, 10 and it will render fine.
6) I can calculate a solution and at rendertime, tweak bitmaps in diffuse slots - for instance, swap an oak bitmap for a cherrywood bitmap. The render will look fine, but the 'accurate' colour bounces from the original oak map will not be correctly updated for the redder tones in the cherrywood.
7) I can calculate with a certain setup of materials with certain glossy settings. Say a bit of metal has glossiness set to 0.9. At rendertime, if I change this to 0.75 will it render OK, just a bit more blurry?
Just a monday morning train of thought...
eg:
1) I can calculate without glass, then render with glass and it will look ok.
2) I can calculate, then add an object and render - the object should be OK as long as I am happy with just the direct light and shadow that results fits OK with the pre-calc'ed solution - from the sunlight for eaxample
3) I can calculate, then remove an object: there will be a hole in the 'gi' where the object was, but the space behind it will be lit by the direct lights in the scene that weren't stored with the irradiance map.
4) I can calculate with various blurry (non interpolated) materials. At rendertime, I can remove blurry settings and the image will render fine, just with sharp reflections where once there were blurry.
5) I can calculate with a global switch of, say, 2 reflection/refraction. Then at rendertime up this value to, say, 10 and it will render fine.
6) I can calculate a solution and at rendertime, tweak bitmaps in diffuse slots - for instance, swap an oak bitmap for a cherrywood bitmap. The render will look fine, but the 'accurate' colour bounces from the original oak map will not be correctly updated for the redder tones in the cherrywood.
7) I can calculate with a certain setup of materials with certain glossy settings. Say a bit of metal has glossiness set to 0.9. At rendertime, if I change this to 0.75 will it render OK, just a bit more blurry?
Just a monday morning train of thought...
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