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GI problem when animating textures

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  • GI problem when animating textures

    We have some strange problem in one of our scenes. I'll try and explain it as well as I can.

    It's a static animation. The only things that are animated are some shaders (mix value in a vray blend shader, all materials have translucency), and the camera. We calculate Light cache for secondary bounces using Fly-through mode, use camera path On, store direct light On and use glossy rays Off. The primary is set to IR map and we calculate every 5th frame with medium settings.

    The blend shaders mix value goes from 0-100% in frame 0-140, the curve has ease out/ease in. The problem we have is that when the animation goes from frame 140 to 141, the lighting changes on those materials that are animated. It looks as if someone turns on a second light in the scene. Specular highlights and GI gets alot brighter. And all happens in one frame, when the mix value gets to 100%.
    http://www.cgpro.se - Portfolio

  • #2
    We solved it by setting the max blend value to 99% instead of 100%........... does anyone have a clue to what caused the problem? Bug?
    http://www.cgpro.se - Portfolio

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    • #3
      im not sure of the reason for the effect your talking about, but im wondering why you are doing a flythrough calculation if the camera is static, and the lighting is supposed to change? if the lighting isnt supposed to change, a single imap and lightcache for the first frame should be sufficient, and if the lighting is supposed to change, youll need to do per-frame gi to get the right result. im not sure if this is somehow the reason for your error, tbh i cant see how.. the gi should be a static solution using your method. is it the direct light that is changing? or purely the material getting brighter, causing highlights to appear to expand?

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      • #4
        Static animation, the camera moves but not the objects. The lighting should no change either.
        http://www.cgpro.se - Portfolio

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        • #5
          ahh ok.. sorry i interpreted the static bit to mean static camera. your method is indeed the right one

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