Hey everyone --
We just finished an animation for a client and we're looking to fix some glitches we simply didn't have time to address during production. The major one for me is the irradiance map -- I rendered single-frame tests before calculating incremental maps for each camera sequence, which rendered very clean, with only some soft noise and light leakage, but definitely tolerable for an animation.
The problem was that when I calculated the incremental map it generated a significantly greater amount of noise on the walls, especially on off-white surfaces. It takes about 18 hours for the irradiance map to calculate, so figuring out the solution will be potentially very time consuming for me -- can you all take a look at my results and my settings and offer any suggestions?
Thanks guys.
The rendered frame portions are left to right the single-frame result and the incremental result. The second has the direct sunlight turned off, but sunlight was on for both map calculations so it's an inconsequential change.
Thanks again,
Shaun
We just finished an animation for a client and we're looking to fix some glitches we simply didn't have time to address during production. The major one for me is the irradiance map -- I rendered single-frame tests before calculating incremental maps for each camera sequence, which rendered very clean, with only some soft noise and light leakage, but definitely tolerable for an animation.
The problem was that when I calculated the incremental map it generated a significantly greater amount of noise on the walls, especially on off-white surfaces. It takes about 18 hours for the irradiance map to calculate, so figuring out the solution will be potentially very time consuming for me -- can you all take a look at my results and my settings and offer any suggestions?
Thanks guys.
The rendered frame portions are left to right the single-frame result and the incremental result. The second has the direct sunlight turned off, but sunlight was on for both map calculations so it's an inconsequential change.
Thanks again,
Shaun
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