As I understand you use singel frame when you bake LC in fly-through mode, can somone explain why? Shouldn't you calculate the full animation sequence?
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Fly-through LC, singel frame?
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Since light cache bounces all the way around your scene, it'll naturally fill it out anyway so you almost get the entire sequence done in one frame! Light cache was developed after irradiance map so it's got newer functionality built into it. Both LC and IR map now have "camera path" mode to make life even easier again though which will automatically run the entire sequence in one rendered frame.
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Hmm ok, but does the IRR map calculate the entire sequence if you enable camera patch?http://www.cgpro.se - Portfolio
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This is the third time I edit the post. It's hard to explain But I really need help with this, fast!
I am rendering an interior animation with moving objects, using Brute/LC. Camera path is disabled, LC is set to singel frame and Screen, and store light is On. I get loads of flickering.
Now, what is the correct way to do this, how can I get rid of the flickering? I don't have much time to test this so I really need a fast reply from someone who knows. Should I bake the LC in fly-through mode, using singel frame sequence even tho objects are moving? Or should I calculate LC for each frame, but using camera path?Last edited by fAEkE; 24-11-2011, 02:03 AM.http://www.cgpro.se - Portfolio
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I read the LC chapter in the complete guide and he says that you should render All frames when calculating LC in fly-through mode. That is strange since alot of tutorials says the opposite. Can someone explain this? Vlado?
But fly-through is not an option since It's a dynamic animation. But what could have caused the flickering? And do I have to use "Use camera path" or not when rendering in single fram mode?http://www.cgpro.se - Portfolio
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No for moving objects you're right the first time - Brute force for primary (I find primary is where all the flickering comes in) and light cache for secondary in single frame mode, camera path turned off. Are there any issues with the scene itself that'd cause flickering? If you render with the animated objects hidden do you get flicker? Could you upload a portion of the animation so we can get an idea?
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No nothing in the scene itself can cause flickering. Dont have time to render it without the moving objects, we are in a real hurry here, and I can't upload anything for you
I know that it is the GI that is flickering, and I know it is LC since I use brute for primary. My guess is that "Store direct light" together with low subdivs (800) might be the problem? I have turned off Store direct light, turned up subdivs to 1500 and changed screen to world now.. I hope that will fix this problem!http://www.cgpro.se - Portfolio
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It should do alright - if it's big obvious flickering it's definitely the Light cache since brute force will only ever give you issues with grain / noise. 800 is definitely too low a subdiv value for light cache since thta's normally the quickest part of the rendering. You could take a look at some of the deflicker filters inside of after effects or nuke, or if you want you can try this free program - it processes tga files (removes their alpha so keep the originals) and takes the flicker out of the sequence - http://www.cemyuksel.com/software/TimeFilter/
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Ye the flickers are huge.
Can you tell me more about deflicker filters inside after effects?http://www.cgpro.se - Portfolio
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The frames and comp are 32-bit .exr so I don't think that free program will work
@cubicleganster
How did you setup the LC?http://www.cgpro.se - Portfolio
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