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Problems with animation vrmap and irmap

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  • Problems with animation vrmap and irmap

    I can't seem to have any luck animating my scene with out blotchyness. Stills render fine (as long as I don't use a saved map). Does anyone have any suggestions of where to start to get rid of these areas that look like the building was on fire?

    I have checked, and there are no co-planar faces which is what it looks like.

    Timothy Saunders

  • #2
    What VRay version is this from?

    Looks like GI issues. Increase your LC subdivs to at least 3000 and increase the retrace threshold to 8. Try BF instead of IRmap.
    Could you post your settings? (otherwise we're just thumbsucking)
    Kind Regards,
    Morne

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    • #3
      Thumb sucking. Ha! touche. Thanks for the comments. Version 3.30.03. Using LC, at 2000 subdivs. Raytrace was at default (2). I'll bump both those up as suggested. Using Irr map as primary. With stills, I was having pretty good luck on the low preset, so I hadn't changed anything there. I don't have any experience rendering with Brute Force. I always figured it was too slow, no?
      Timothy Saunders

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      • #4
        you are using the "low" preset for irradiance map, on an animation? id suggest that might possibly be why its crap. did you try some higher settings?

        is it an animation with moving geometry or animated lights? , or a flythrough (camera only moving) ?

        with moving geometry/lights, by far your best bet these days, will be BF/LC.. as getting a clean irradiance map per-frame is extremely hard, and in the end often take longer to calculate than a BF render (especially in the new vray, BF is quite competitive with a quality imap speedwise these days)


        id suggest you are in for a rendertime shock in that case however. compared to a scene with a low quality imap, its gonna take *rather* longer to render. however, it wont look crap.

        if you are doing a flythrough, or have minor moving elements that you can render seperately, then you should be using flythrough mode for the lightcache and mutiframe incremental for the irradiance map, and a rather higher preset.

        if this is all new to you, id humbly suggest reading the guides in the vray help pages. they are a bit dated, but will get you a better result than using the "low" imap preset
        Last edited by super gnu; 27-12-2015, 03:35 PM.

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        • #5
          Thanks for the reply. Those pages are old. I've seen those for almost a decade, which is almost the route I have been following. The only difference, I have no idea how they are able to tell is a imap is sufficient by the preview, so I just went with what was providing sufficient results in a still. I would much rather brute force if render times aren't too outrageous. I just haven't looked at that solution for years, and know nothing about what the newer settings have to offer in an animation. Any suggestions on where to start? Are there any decent tutorials utilizing the latest tool set?
          Timothy Saunders

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          • #6
            well to be honest the latest version is pretty plug and play..


            reset vray ( choose scanline then go back to vray)

            set the time limit to 0, so it doenst stop after a minute.

            set the color threshold to something (0.1 for really fast crappy tests, dropping down towards 0.005 for sharp final quality)

            turn on gi and leave at default settings

            render!


            tweaks you can make considering it is animation:


            changing from the new progressive aa sampler over to the older adaptive one can gain a bit of speed..

            as Morne mentioned, turn lightcache up to say 3000, and turn the retrace up to say, 8.


            you still didnt mention if its a flythrough or a full animated scene. if its a flythrough you should still use "flythrough mode" for the lightcache. (to be honest youd still be better with a proper imap in multiframe incremental, as per the old guide in that case, using BF for a flythrough is using a sledgehammer to crack a nut, and you are gonna waste loads of rendertime)

            thats basically it.
            Last edited by super gnu; 27-12-2015, 04:32 PM.

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            • #7
              Nice. I'll reset and test as suggested. Most shots will be a flythrough, but there may be 1-2 shots that have a car driving and some people walking, but I'm having a hard time getting my people to stick to the slip of my scene in a way I'll be happy, so I may end up comping them in later.
              Timothy Saunders

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              • #8
                Originally posted by super gnu View Post
                as Morne mentioned, ...., and turn the retrace up to say, 8.
                Sorry maytee, don't want to hijack your thread but Morne and super gnu, can you explain how do you use retrace threshold ? I mean why do you have to put such a big value (for me anyway) ?
                I don't remember having to go up to 1 ? or 2 in very rare cases...
                Thanks.
                (Sorry for my bad english)

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                • #9
                  look at the tooltip next to the setting in vray (when you hold the mouse over it)

                  it basically controls how much of the lightcache will be recalculated (iirc as BF) at rendertime, to remove problem areas. higher settings mean more recalculation, more stable lighting, and longer rendertimes. its only really advised to increase it if you are doing animation with per-frame lighting.

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                  • #10
                    but there may be 1-2 shots that have a car driving and some people walking,
                    You can use this approach as well: https://youtu.be/xYYrlxwB7Eg?t=1148
                    Zdravko Keremidchiev | chaos.com
                    Chaos Support Representative | contact us

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                    • #11
                      Originally posted by super gnu View Post
                      look at the tooltip next to the setting in vray (when you hold the mouse over it)

                      it basically controls how much of the lightcache will be recalculated (iirc as BF) at rendertime, to remove problem areas. higher settings mean more recalculation, more stable lighting, and longer rendertimes. its only really advised to increase it if you are doing animation with per-frame lighting.
                      Thanks again super gnu !
                      As I said, I use it but never had to go up to 2 (never !) even for animation but I don't know what do you mean with "animation with per-frame lighting." ? different lightning during animation ?
                      (Sorry for my bad english)

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                      • #12
                        As in not a fly through with static lighting. - animation with moving objects/animated lights etc. etc. Lighting calculated per-frame instead of once for the sequence.

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                        • #13
                          Originally posted by super gnu View Post
                          well to be honest the latest version is pretty plug and play..


                          reset vray ( choose scanline then go back to vray)

                          set the time limit to 0, so it doenst stop after a minute.

                          set the color threshold to something (0.1 for really fast crappy tests, dropping down towards 0.005 for sharp final quality)

                          turn on gi and leave at default settings

                          render!


                          tweaks you can make considering it is animation:


                          changing from the new progressive aa sampler over to the older adaptive one can gain a bit of speed..

                          as Morne mentioned, turn lightcache up to say 3000, and turn the retrace up to say, 8.


                          you still didnt mention if its a flythrough or a full animated scene. if its a flythrough you should still use "flythrough mode" for the lightcache. (to be honest youd still be better with a proper imap in multiframe incremental, as per the old guide in that case, using BF for a flythrough is using a sledgehammer to crack a nut, and you are gonna waste loads of rendertime)

                          thats basically it.
                          Where is the "time limit" you speak of?
                          Timothy Saunders

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                          • #14
                            Never mind - I just realized that comment was regarding progressive image sampling. I am using adaptive.
                            Timothy Saunders

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