Hi,
I'm doing a camera fly-through of an interior and has managed to kill most flickering after reading through the posts on this board. However, I still have two problems that I hope you guys might have an answer for.
1st problem: I'm fighting with some pretty solid rendertimes (30 minutes pr. frame out of about 1000 frames total). I'm doing the animation as .png images which I then compile at the end. Problem is, if the computer crashes (or I stop it temporarily) and I start up the rendering again mid-sequence (say, frame 180), there will be a very noticeable jump in lighting at the point where the animation was stopped.
2nd problem: In this exact sequence I perform a sort of strafe with the camera and then zoom out afterwards. This has a weird effect on the lighting. Notice the back wall on the first picture where the lighting sort of shoots out like a flower from the back of the electronics. Again, to illustrate the point above I stopped the rendering and started it again and the next frame doesn't have this problem (but will therefore do the jump in lighting).
I hope this makes sense. For the GI, I'm using irradiance map (multiframe incremental) as primary and light cache (fly-through) as secondary.
This is something like frame 280 and 281
I'm doing a camera fly-through of an interior and has managed to kill most flickering after reading through the posts on this board. However, I still have two problems that I hope you guys might have an answer for.
1st problem: I'm fighting with some pretty solid rendertimes (30 minutes pr. frame out of about 1000 frames total). I'm doing the animation as .png images which I then compile at the end. Problem is, if the computer crashes (or I stop it temporarily) and I start up the rendering again mid-sequence (say, frame 180), there will be a very noticeable jump in lighting at the point where the animation was stopped.
2nd problem: In this exact sequence I perform a sort of strafe with the camera and then zoom out afterwards. This has a weird effect on the lighting. Notice the back wall on the first picture where the lighting sort of shoots out like a flower from the back of the electronics. Again, to illustrate the point above I stopped the rendering and started it again and the next frame doesn't have this problem (but will therefore do the jump in lighting).
I hope this makes sense. For the GI, I'm using irradiance map (multiframe incremental) as primary and light cache (fly-through) as secondary.
This is something like frame 280 and 281
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