Hi
I'm currently playing around with flythrough animations due to an unbusy renderfarm. The scene is quite heavy polygon wise - an interiorscene with a highly detailed multiscatter carpet.
I've been searching around the web and reading a bunch of tutorials, both on extern sites and Spot3d, but can't seem to make sense of it all.
Since Brute force is too heavy on rendertime, i'm trying the IRR Map (first) / Light Cache (second) approach, which is my normal workflow for high-end stills.
First scenario:
A static scene with a camera flythrough. Slowly zoom and some rotation.
My approach is to bake the light in a single Light cache and a single Irradiance map file.
1. I'm baking out the light with Light Cache set for primary and secondary bounches and saving it to a file with the option 'Don't render final image' on. I used 'use camera path' and renderet a single frame.
- What is the difference between the 'use camera path' option and the 'fly-through' mode?
- Should I use 'Single frame' for both options and have my timeline at the first frame?
2. Baking the Irradiance map. Primary bounches Irradiance Map and secondary bounches is Light Cache.
The Irradiance Map is using the preset 'High - Animation' and the mode is set to 'Multiframe incremental' I render everth 10'th frame for 'Active Time Segment' with the option 'Don't render final image' on
- Is it possible to submit the different frames to difference machines using backburner? Will it use previous information from the other machines and add it to the same map?
- Is the information from the Light Cache baked into the Irradiance map?
- If the answer to the above question is yes - is it possible to add Light Cache information to the map afterwards?
- The Irradiance map also have an 'Use Camera Path' Option. Will I have to set the Irradiance map settings extremly high to get the same information as in 'Multiframe incremental' or what's the deal with this option???
3. Rendering. I'm setting the Irradiance map to 'from file' and setting the secondary bounch to none.
- I've tried the above workflow, but rendering both the Light Cache and the Irradiance map on a single machine. Since I have access to a lot of machines during the Holiday, it would be great to use all the machines. Also I got some errors during the first 100 frames (out of 500). Not flickering - more like huge single splotches and some areas with strange lighting. Could I've have been at frame 100, when I baked the Light Cache or does it use alle the added frames, when the 'Use Camera Path' is on?
Second scenario:
A static scene, with a timelapse light cycle (daylight to nighttime).
I haven't tried this yet, but I'm thinking of going with the following:
Primary bounch set to Irradiance Map and Secondary set to Light Cache. Irradiance Map mode set to Animation (prepass) and then saving out an Irradiance map for every frame.
- Is the Light Cache baked into the Irradiance map here or should I only render out the Animation prepass'es and then render the Light Cache on-the-fly, during the render phase?
Thanks in advance
// Poul
I'm currently playing around with flythrough animations due to an unbusy renderfarm. The scene is quite heavy polygon wise - an interiorscene with a highly detailed multiscatter carpet.
I've been searching around the web and reading a bunch of tutorials, both on extern sites and Spot3d, but can't seem to make sense of it all.
Since Brute force is too heavy on rendertime, i'm trying the IRR Map (first) / Light Cache (second) approach, which is my normal workflow for high-end stills.
First scenario:
A static scene with a camera flythrough. Slowly zoom and some rotation.
My approach is to bake the light in a single Light cache and a single Irradiance map file.
1. I'm baking out the light with Light Cache set for primary and secondary bounches and saving it to a file with the option 'Don't render final image' on. I used 'use camera path' and renderet a single frame.
- What is the difference between the 'use camera path' option and the 'fly-through' mode?
- Should I use 'Single frame' for both options and have my timeline at the first frame?
2. Baking the Irradiance map. Primary bounches Irradiance Map and secondary bounches is Light Cache.
The Irradiance Map is using the preset 'High - Animation' and the mode is set to 'Multiframe incremental' I render everth 10'th frame for 'Active Time Segment' with the option 'Don't render final image' on
- Is it possible to submit the different frames to difference machines using backburner? Will it use previous information from the other machines and add it to the same map?
- Is the information from the Light Cache baked into the Irradiance map?
- If the answer to the above question is yes - is it possible to add Light Cache information to the map afterwards?
- The Irradiance map also have an 'Use Camera Path' Option. Will I have to set the Irradiance map settings extremly high to get the same information as in 'Multiframe incremental' or what's the deal with this option???
3. Rendering. I'm setting the Irradiance map to 'from file' and setting the secondary bounch to none.
- I've tried the above workflow, but rendering both the Light Cache and the Irradiance map on a single machine. Since I have access to a lot of machines during the Holiday, it would be great to use all the machines. Also I got some errors during the first 100 frames (out of 500). Not flickering - more like huge single splotches and some areas with strange lighting. Could I've have been at frame 100, when I baked the Light Cache or does it use alle the added frames, when the 'Use Camera Path' is on?
Second scenario:
A static scene, with a timelapse light cycle (daylight to nighttime).
I haven't tried this yet, but I'm thinking of going with the following:
Primary bounch set to Irradiance Map and Secondary set to Light Cache. Irradiance Map mode set to Animation (prepass) and then saving out an Irradiance map for every frame.
- Is the Light Cache baked into the Irradiance map here or should I only render out the Animation prepass'es and then render the Light Cache on-the-fly, during the render phase?
Thanks in advance
// Poul
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