When working on my latest project I came across a problem I'd like some hints on.
When comping the animation I require one render of a foreground object as well as one of the background objects. By using "invisible to camera" in the object settings I can hide the foreground object to get a background pass, and I can mask out the background or use mattes to get the foreground pass. The problem I have is I would like to calculate the GI only once, and use it for both passes, as the GI calculation takes up most of the render time. (Irrmap+LC)
If I calculate the GI, and use the same irrmap file with the object removed I get artifacts behind it where the GI wasn't calculated. In a still image that could probably be fixed with incremental add, but that doesn't work for animations.
Is there a way to force VRay to calculate GI behind an object?
If not I would like to add a feature request. And in a similar vein, it would be nice if a render element, say VRayObjectSelect, could return the unoccluded object so it could all be done in a single pass with a hit to rendertime.
When comping the animation I require one render of a foreground object as well as one of the background objects. By using "invisible to camera" in the object settings I can hide the foreground object to get a background pass, and I can mask out the background or use mattes to get the foreground pass. The problem I have is I would like to calculate the GI only once, and use it for both passes, as the GI calculation takes up most of the render time. (Irrmap+LC)
If I calculate the GI, and use the same irrmap file with the object removed I get artifacts behind it where the GI wasn't calculated. In a still image that could probably be fixed with incremental add, but that doesn't work for animations.
Is there a way to force VRay to calculate GI behind an object?
If not I would like to add a feature request. And in a similar vein, it would be nice if a render element, say VRayObjectSelect, could return the unoccluded object so it could all be done in a single pass with a hit to rendertime.
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