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  • #31
    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
    Why choose "screen" mode for an animation with camera paths ? I thought world space was more appropriate.
    Many Thanks
    Patrick

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    • #32
      Originally posted by dimitar.krastev View Post
      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.
      Very good tip! I'm doing an animation where everything has glossy reflections and is an interior and this method is working very well. It is much faster than using brute force for secondary and looks good. Just don't use lightcache for glossy reflections and it's good.

      Tony

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