Ok, I've seen so many topics about this in the last 6 months, I would like Valdo to set it straight. What is/was the reason for developing the Animation IRR setting?
I'm experimenting with this again today.... I still don't like it, I think. Now with DR working on animation - wouldn't just running a multiframe IRR be faster? Even with Nth frame on 1 for moving parts? Is the result with the IRR interpolation THAT much better? (Seriously, Valdo, I'm asking). What is the benefit of animation pass, really? The IRR maps calculated on different machines don't match, correct? And then what about the 2nd bounce in LC or Brute Force? This is different on each render node? So between the blocks of rendered frames it is really blending the IRRs? So technically instead of flickers we should be getting "waves"? And then if you turn up the interpolation frames - gets even slower....
But if you do IRR mutliframe with DR, you wouldn't have any of this blending "waves"? Better chances for flickering with low IRR setting - but faster and technically cleaner in the end?
I'm experimenting with this again today.... I still don't like it, I think. Now with DR working on animation - wouldn't just running a multiframe IRR be faster? Even with Nth frame on 1 for moving parts? Is the result with the IRR interpolation THAT much better? (Seriously, Valdo, I'm asking). What is the benefit of animation pass, really? The IRR maps calculated on different machines don't match, correct? And then what about the 2nd bounce in LC or Brute Force? This is different on each render node? So between the blocks of rendered frames it is really blending the IRRs? So technically instead of flickers we should be getting "waves"? And then if you turn up the interpolation frames - gets even slower....
But if you do IRR mutliframe with DR, you wouldn't have any of this blending "waves"? Better chances for flickering with low IRR setting - but faster and technically cleaner in the end?
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