We're rendering some animations now where pretty much everything moves. The camera, the lights, the objects...
Therefore we're using an irradiance map workflow with use of prepass/rendering method. Pretty much the same thing as described in a tutorial here:
http://www.spot3d.com/vray/help/150S...ials_anim2.htm
Now my question is: In the final step of the tutorial is written to keep only Irradiance map and turn off light cache. Somewhere I heard or read that if you're using light cache for glossy rays, you can't really do that. Is it true?
What we're doing at the moment is that on the final rendering pass we set the irradiance map according to the tutorial above and we still keep the light cache but change the mode instead of Single Frame to From File and we use the saved light cache file that was made during the 1st rendering pass. Is this a correct workflow? To me it doesn't sound right because even if we render many images in an animation, the light cache file is only one for a whole animation.
Thanks a lot for any advice and explanation on the matter.
David
Therefore we're using an irradiance map workflow with use of prepass/rendering method. Pretty much the same thing as described in a tutorial here:
http://www.spot3d.com/vray/help/150S...ials_anim2.htm
Now my question is: In the final step of the tutorial is written to keep only Irradiance map and turn off light cache. Somewhere I heard or read that if you're using light cache for glossy rays, you can't really do that. Is it true?
What we're doing at the moment is that on the final rendering pass we set the irradiance map according to the tutorial above and we still keep the light cache but change the mode instead of Single Frame to From File and we use the saved light cache file that was made during the 1st rendering pass. Is this a correct workflow? To me it doesn't sound right because even if we render many images in an animation, the light cache file is only one for a whole animation.
Thanks a lot for any advice and explanation on the matter.
David
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