Announcement

Collapse
No announcement yet.

Calculating self-illumination x2

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Calculating self-illumination x2

    In my current project, when I hit render, Phoenix calculates self-illumination from the grid and when it's done, it calculates it again. Should this happen?
    I'm using quite high light resolution (30% in 300 million grid), so it takes about 3 to 5 minutes per pass.

    phoenixFD_adv_30301_max2016_vray_30_x64_27443
    Last edited by LarsSonparsson; 27-06-2017, 10:02 PM.
    Lasse Kilpia
    VFX Artist
    Post Control Helsinki

  • #2
    Hey,

    If you have just one grid, could it be that it calculates 2 passes for the additional lights and another one for the self-illumination?

    Cheers!
    Svetlin Nikolov, Ex Phoenix team lead

    Comment


    • #3
      Well, it's hard to say, because those windows flashes so fast. But it looks like it's first calculating self-illumination and the additional lights pass 1 and 2. After that, both self-illumination and additional light passes are calculated again.
      Attached Files
      Lasse Kilpia
      VFX Artist
      Post Control Helsinki

      Comment


      • #4
        Hmmmm, only thing I can think of would be two simulators, or alternatively - two Phoenix atmospheres. If these are okay, would it be possible to share a scene with this issue?
        Svetlin Nikolov, Ex Phoenix team lead

        Comment


        • #5
          Scene sent to support.
          Lasse Kilpia
          VFX Artist
          Post Control Helsinki

          Comment


          • #6
            Thanks very much!
            Svetlin Nikolov, Ex Phoenix team lead

            Comment


            • #7
              One great thing I learned from this.
              I'm now rendering the whole thing using Ray-traced Self-shadowing and Ray-traced scattering without light cache and it looks damn good. ...and the rendering speed is almost the same or faster!
              Lasse Kilpia
              VFX Artist
              Post Control Helsinki

              Comment


              • #8
                This is a very special case, usually it's tens of times slower
                Svetlin Nikolov, Ex Phoenix team lead

                Comment


                • #9
                  Hey, just an update on the issue - the reason was the Grid Tex that was plugged in as RGB color. First off, it shouldn't have been accounted for at all, since it was disabled. The second problem was the texture triggered the simulator to prepare for rendering, which included calculating its self-illumination, and the results were not cached for the moment when the simulator itself started preparing for rendering. The fix will be in Tuesday's nightly build. You could workaround it for now by disconnecting the grid tex completely from the Smoke Color slot. Thanks very much for catching this!
                  Svetlin Nikolov, Ex Phoenix team lead

                  Comment

                  Working...
                  X