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  • #16
    prepass IR map broken

    take a look at the attached frame. I am using prepass for the ir map because the yellow thing is moving. I have tried this with Vlado settings and settings I used an another job, but it is just not working.

    I need a fix, my deadline,

    VLADO, please help
    Attached Files
    Last edited by res3d; 04-04-2009, 04:50 PM.
    res3d

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    • #17
      You can just use a very blurred light cache for both primary and secondary bounces with "Fixed" filter type, in single frame mode, and some AO.

      Best regards,
      Vlado
      I only act like I know everything, Rogers.

      Comment


      • #18
        animation prepass

        Here is another example where I am using animation pre-pass. This time I am using camera path in IR and LC. Now I get these more pronounced circles on the model. In this scene i made the camera stationary. the only things moving are the rams in the valve blocks.

        you can download a couple of frames here to see how these circles change from frame to frame.
        http://www.mailbigfile.com/4e350b4ab.../listFiles.php
        Attached Files
        res3d

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        • #19
          prepass

          what do you mean fixed filter type and what do you mean blurred? Can you send settings for an animation with moving objects, and then one that has moving objects and moving camera.
          res3d

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          • #20
            This is one of my tests that I got with the animated irradiance maps and the [fixed] "Use camera path" option:

            http://www.spot3d.com/vray/images/stuff/test2.mov

            Best regards,
            Vlado
            I only act like I know everything, Rogers.

            Comment


            • #21
              prepass

              that looks good, does it make a difference that here are no materials? can you send the file back to me so I can see the settings?

              thanks for working on this for me. I am in time crunch.
              res3d

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              • #22
                Can you email me to vlado@chaosgroup.com so that I can get you the scene and the fix?

                Best regards,
                Vlado
                I only act like I know everything, Rogers.

                Comment


                • #23
                  prepass

                  Thanks Vlado and Chaos team to helping solve the problem and making the patch. the prepass with camera path is working great.
                  res3d

                  Comment


                  • #24
                    Vlado (and perhaps other people)

                    most of the flickering post on this forum are when using the lightcashe.
                    But i'm creating a exterior animation, therefor i dont have the need for much second bounces.
                    So i thougth bruteforce will do.. ?

                    But then then flickering problems....

                    Generally the flickering occurs on large objects (scale wise). i just rendered per frame ( no prepass of something, and this was a quick test)

                    Settings are:
                    Low preset, 40 Hsph ,20 Interp, Overlapping sample lookup, multipass and randomsamples off
                    default bruteforce.

                    The reason i tested with the low preset is that it has "large" values for the thresholds, therefor smooting things out. so i thought well proberly better for animation.

                    Perhpas you can give me a couple of pointers where i can adjust settings to get less flickering.... ?
                    If you need more info please ask
                    My Homepage : http://www.pixelstudio.nl

                    Comment


                    • #25
                      The settings you would use to reduce flickering in an animation generally depend on the type of animation you are rendering.

                      For fly-through animations ( animations where only the camera is moving) it is best to use Irradiance Map in Incremental add to current map mode with Light Cache in Fly-through mode for interior scenes.

                      For exterior just use the Irradiance Map in Incremental add to current map mode along with Brute Force. For more information check this tutorial.

                      For rendering animations with moving objects it is best to separate the rendering in two passes. In the first you will calculate just the GI and save an irradiance map for each frame. You would either use the Light Cache in Single frame mode or Brute force depending on the scene type (interior/exterior) for secondary bounce. For Primary Bounce you will use the Irradiance Map in Animarion(prepass) mode. It is advisable to use higher settings for the Irradiance Map. For example a High Preset and a big enough number for the Hemispheric Subdivisions. Sometimes the default value of 50 is not enough and you may need to increase it quite a lot. Once you have calculated the Irradiance maps in the first pass you would switch the Irradiance Map mode to Animation(rendering) and put the Secondary Bounce to none. You can also decrease the Interpolation Sampled because V-Ray will be using several Irradiance Maps for each frame and in doesn't need to use so many interpolation samples.

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                      • #26
                        Aaah Senior!

                        thanks for the clear explenation! i'm creating an exterior animation with moving objects, this i'm gonna try rendering with the passes!
                        My Homepage : http://www.pixelstudio.nl

                        Comment


                        • #27
                          Originally posted by vlado View Post
                          So I changed a few things:

                          (*) Removed interpolation for reflections on all materials;
                          (*) Used animation prepass/rendering mode also with the "Use camera path" option on;
                          (*) Increased the Hemispheric subdivs for the irradiance map to the default 50;
                          (*) Used single frame light cache with the "Use camera path" option on;
                          (*) Set the light cache Scale to "Screen" with 0.02 for "Sample size";
                          (*) Set the "Noise threshold" option in the DMC sampler to 0.005;
                          (*) Set the "Color threshold" for the image sampler to 0.01 ("Use DMC sampler thresh." unchecked)

                          For the final renders, I set the Secondary GI engine to "None", as I don't need the light cache then.

                          It's looking good so far, I will put here the result when it's done.

                          Best regards,
                          Vlado

                          Hello,

                          As i am testing the "use camera path" option, i'm wondering if with a precalculated LC (single frame with "use camera path" on) the animation prepass/rendering mode could be used in network rendering of the irradiance map.

                          thanks

                          David
                          Last edited by dilettente; 07-04-2009, 08:43 AM.

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                          • #28
                            flickering is back

                            vlado,

                            I am still having issues with flickering in the animation. your hotfix worked in some cases, but not in others. I used the settings you sent me the last time, but i am still getting flickering with prepass and using cam path.
                            IM flicker

                            IM flicker
                            http://vimeo.com/4383655
                            res3d

                            Comment


                            • #29
                              Originally posted by vlado View Post
                              So I changed a few things:

                              (*) Removed interpolation for reflections on all materials;
                              (*) Used animation prepass/rendering mode also with the "Use camera path" option on;
                              (*) Increased the Hemispheric subdivs for the irradiance map to the default 50;
                              (*) Used single frame light cache with the "Use camera path" option on;
                              (*) Set the light cache Scale to "Screen" with 0.02 for "Sample size";
                              (*) Set the "Noise threshold" option in the DMC sampler to 0.005;
                              (*) Set the "Color threshold" for the image sampler to 0.01 ("Use DMC sampler thresh." unchecked)

                              For the final renders, I set the Secondary GI engine to "None", as I don't need the light cache then.

                              It's looking good so far, I will put here the result when it's done.

                              Best regards,
                              Vlado

                              Wow, I'm just totally not understanding the Use Camera Path mode. I've read umpteen threads, but can't find a true detailed walk-thru of the proper steps.

                              If I have a sequence that's 100 frames long, am I supposed to create an IR map (using Animation Prepass) that is calculated for every frame? Or do I use my usual every 5th frame? Or do I only do the first frame?

                              For the final render, I switch to IR/animation rendering. Do I leave camera path mode selected?

                              Sorry, but for relative beginners this stuff can be totally confusing.

                              Tnx.

                              Comment


                              • #30
                                There is the beginning of a tutorial here:

                                http://www.spot3d.com/vray/help/150S...ials_anim2.htm

                                It's still missing the images and the detailed steps, but hopefully it will be useful.

                                Best regards,
                                Vlado
                                I only act like I know everything, Rogers.

                                Comment

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