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Best way to render GI with animation..

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  • Best way to render GI with animation..

    Hi! I have a few questions hope someone can help with... For many years I worked with Final Render so I'm not sure how to get the same results here..

    I see that in the primary GI engine, there is an option for animation with moving objects. Can this be calculated by many machines or only one? Final Render have an option that render the solution of every frame to an individual file, so you can use a render farm for this, no need to mix frames manually later, the software does it for you, is this possible too in Vray??

    Also, what is the best engine for secondary rays in Vray when you are going to have moving objects? I do not see an option to do moving objects for the secondary rays, only to save to a file, incremental frames, but not for something where objects move...

    It's light cache the best?

    And last... My animation only have moving objects for the first 30 frames, then the other 300 only the camera moves... Would you say that rendering the first 30 frames with the option for animation, and then the other 270 with the option for flying cameras is a safe bet to avoid flickering frames and render a bit faster?


    Thanks a lot! My first big project with Vray and I'm enjoying it... Just hitting hard the wall with a few things..

  • #2
    I found this tutorial,

    http://help.chaosgroup.com/vray/help...ials_anim2.htm

    but the links and files and animations seems to be broken....

    is this in any other place with the files and links working?

    Thanks

    Comment


    • #3
      Yes - Irradiance Map could be calculated by many machines not just be one. In order to do that you have to use V-Ray Distributed Rendering - let us know if you need a help how to set it up.
      There is no need to mix anything manually, V-Ray does it automatically.
      Rendering animation with Irradiance Map is done on two stages:

      - the first part is to pre-calculate Irradiance Map solution for each frame
      - and the second part is to render the final animation

      The complete workflow could be found on the link you share above - I couldn't find any broken links there everything works here.

      There is no such thing as best-secondary engine - everything depends on the scene. For scenes with a lot of hair/fur objects it would be better to use Brute Force engine , for interior scenes it would be better to use Light Cache engine.

      In all cases when you have only a camera moving animation it is always recommended to use fly-through approach - it will save a lot of time and the end result won't have any flickering. There is also a possibility to generate a GI solution for all static objects in animation with moving objects and then to set up to calculate only the moving objects with Brute Force - this workflow is very handy in some situations but it is a bit more advanced and it has some limitations.
      Svetlozar Draganov | Senior Manager 3D Support | contact us
      Chaos & Enscape & Cylindo are now one!

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      • #4
        I have an complex interior scene. Everything moves but 1 item. Calculating a slow high quality GI that doesn't flicker works great for everything and makes subsequent frames faster, but the one moving thing is messed up. What would you suggest in this case?
        -Joel E
        https://www.biglittlepictures.com

        Comment


        • #5
          One of two things: you go for the new defaults, and render BF/LC per frame, or you look into the workflow with VRaySphereFade and blend a BF/LC per frame calculated only around the moving geo with the rest.
          If you have, however, yet to render for finals (i.e. your current sequence is a throw-away anyway), you're *much* better off with option #1, as it's fire and forget, for longer that it may take to render to cleanliness.
          The blending will require a ton of fiddling to get the setup right in 3d, and then when moving to post to ensure no issues crop up at the blending stage.
          Lele
          Trouble Stirrer in RnD @ Chaos
          ----------------------
          emanuele.lecchi@chaos.com

          Disclaimer:
          The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

          Comment


          • #6
            Okay thanks, I'll dive into this.
            -Joel E
            https://www.biglittlepictures.com

            Comment


            • #7
              Joel, i should specify i assumed you were with either Next or v5 (v5 ideally as it has a better LC tech available, which plays nicer with animation).
              Lele
              Trouble Stirrer in RnD @ Chaos
              ----------------------
              emanuele.lecchi@chaos.com

              Disclaimer:
              The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

              Comment


              • #8
                Yes sir! Thanks again.
                -Joel E
                https://www.biglittlepictures.com

                Comment

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