I am resuming work on an old project, a character animation in which the camera and character both move.
I have spent considerable time trying to use an IR map in single mode, but I can't get rid of a few flickering GI artifacts around the character's mouth as it speaks. Here are my settings:
First diffuse bounce
Multiplier= 1.0
IR Map
Min/Max rates = -4, 1
Clr Thresh = 0.3
Nrm Thresh = 0.3
Dist thresh = 0.1
HSph Subdiv's= 80
Interp Samples= 60
Secondary bounce
Multiplier= 0.5
direct computation
Subdiv's= 10
Depth = 30
Single Frame mode
(I am using adaptive AA set at 0,3.)
I have decided to try direct computation on first and second bounce. However a HSph subdiv of 100 on the first and 10 on the second bounce, still does not give me near as good a solution as the Ir map (blotchy), and takes much, much longer to render. Do I need to raise the second bounce more, or should I keep raising the first? Can someone help me with what the best relationship between the two should be? Trial and error is eating up all my time!
Thanks!
I have spent considerable time trying to use an IR map in single mode, but I can't get rid of a few flickering GI artifacts around the character's mouth as it speaks. Here are my settings:
First diffuse bounce
Multiplier= 1.0
IR Map
Min/Max rates = -4, 1
Clr Thresh = 0.3
Nrm Thresh = 0.3
Dist thresh = 0.1
HSph Subdiv's= 80
Interp Samples= 60
Secondary bounce
Multiplier= 0.5
direct computation
Subdiv's= 10
Depth = 30
Single Frame mode
(I am using adaptive AA set at 0,3.)
I have decided to try direct computation on first and second bounce. However a HSph subdiv of 100 on the first and 10 on the second bounce, still does not give me near as good a solution as the Ir map (blotchy), and takes much, much longer to render. Do I need to raise the second bounce more, or should I keep raising the first? Can someone help me with what the best relationship between the two should be? Trial and error is eating up all my time!
Thanks!
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