Hi,
Mental Ray has quite smart solution for flickering reduction in animation when using cached GI solutions (irradiance cache in case of vray). It basically shoots IC samples from several static cameras along the camera path instead of one moving cameras. As a result, it produces to some point flicker-free animation even in scenes with moving objects, light sources, and so on. Only limitation is that camera path must not me too long or complex.
In Vray, there are many Irradiance Cache modes, but they all are quite a pain in the ass to use, requiring first changing frame range to add some offset space, rendering initial IC pass, saving the map, then some loading, reverting time range settings, and rendering. This PITA workflow makes it unusable in production scenarios where i need to send many jobs to the farm and have just not time to do these kinds of workarounds. The beauty of FG_shooter is that nothing differs from regular rendering. Just just flip it on, pick how many cameras you want to distribute along path, any you are good to go. No double rendering, no saving and loading, no time range modifications... Just one render submission, like with regular render.
So i wonder if i am blind, or if Vray really does not have this elegant and easy solution? Most of the time, BF+LC is quite sufficient and fast enough, but sometimes, it's waste of time for some very simple scenes.
Mental Ray has quite smart solution for flickering reduction in animation when using cached GI solutions (irradiance cache in case of vray). It basically shoots IC samples from several static cameras along the camera path instead of one moving cameras. As a result, it produces to some point flicker-free animation even in scenes with moving objects, light sources, and so on. Only limitation is that camera path must not me too long or complex.
In Vray, there are many Irradiance Cache modes, but they all are quite a pain in the ass to use, requiring first changing frame range to add some offset space, rendering initial IC pass, saving the map, then some loading, reverting time range settings, and rendering. This PITA workflow makes it unusable in production scenarios where i need to send many jobs to the farm and have just not time to do these kinds of workarounds. The beauty of FG_shooter is that nothing differs from regular rendering. Just just flip it on, pick how many cameras you want to distribute along path, any you are good to go. No double rendering, no saving and loading, no time range modifications... Just one render submission, like with regular render.
So i wonder if i am blind, or if Vray really does not have this elegant and easy solution? Most of the time, BF+LC is quite sufficient and fast enough, but sometimes, it's waste of time for some very simple scenes.
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