Hi there
I need a way to fake GI on a animated object.
The problem is.
When doing object animations in an interior scene which is primarily lit by indirect light coming from the out side, Its very hard (not to say impossible within realistic render times 3-10 mins a frame on a dual quad) to get rid of flickering - even in high animation Irradiance map mode, blended over two or three frames and using a default 1000 subdivs Lightcache.
My solution to this is that I am willing to sacrifice realism on the animated object by faking the indirect light.
In details this can be done with the following technique (in a lock down camera scene)
First I select the animated object and in its vray properties I disable GI receive, GI generate and GI visible.
Next I simulate GI for the surrounding scene and "freeze" the solution by loading it from file.
Now the scene appears okay, but the animated object is black unless hit by direct light.
I can then use a Vray lightmaterial on the "black" animated object and crank up the multiplier just enough to fake light coming from its surroundings.
The downside to this is that direct light no longer shades the surface and I loose almost all of my material properties like reflection etc.
To solve this I can do a blend material where I separate which material to be used when the surface is hit by direct light and when not hit by direct light.
I use a lightmaterial as root and a default vray material coating, controlled by a falloff (set to light/shadow mode)
Now the problem is that if I need an overall reflection on the object - I then need to add a new vray Material coat on top, which is reflective controlled by a falloff with a IOR index.
All this works, but the material I end up with gets quite complex and hard to control.
Any suggestions on how to achieve the same effect in a simpler way?
I need a way to fake GI on a animated object.
The problem is.
When doing object animations in an interior scene which is primarily lit by indirect light coming from the out side, Its very hard (not to say impossible within realistic render times 3-10 mins a frame on a dual quad) to get rid of flickering - even in high animation Irradiance map mode, blended over two or three frames and using a default 1000 subdivs Lightcache.
My solution to this is that I am willing to sacrifice realism on the animated object by faking the indirect light.
In details this can be done with the following technique (in a lock down camera scene)
First I select the animated object and in its vray properties I disable GI receive, GI generate and GI visible.
Next I simulate GI for the surrounding scene and "freeze" the solution by loading it from file.
Now the scene appears okay, but the animated object is black unless hit by direct light.
I can then use a Vray lightmaterial on the "black" animated object and crank up the multiplier just enough to fake light coming from its surroundings.
The downside to this is that direct light no longer shades the surface and I loose almost all of my material properties like reflection etc.
To solve this I can do a blend material where I separate which material to be used when the surface is hit by direct light and when not hit by direct light.
I use a lightmaterial as root and a default vray material coating, controlled by a falloff (set to light/shadow mode)
Now the problem is that if I need an overall reflection on the object - I then need to add a new vray Material coat on top, which is reflective controlled by a falloff with a IOR index.
All this works, but the material I end up with gets quite complex and hard to control.
Any suggestions on how to achieve the same effect in a simpler way?
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