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Can't get static lightmap (irr pre/rend+ lc)

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  • Can't get static lightmap (irr pre/rend+ lc)

    Hi there!

    Here's the problem;
    I can't get a static solid lightmap for a moving cam & moving objects.
    PRIMARY: Irradiance map "pre" render "use cam path" Hsph:36 Int: 16
    SECONDARY: Lightcache "store direct light" + "use cam path" sub:1200 sample size:0,45

    For rendering:
    PRIMARY: Irr "render" using the saved map
    SECONDARY: None

    These were the settings for the last test video.
    --> www.pdbdesign.nl/projecten/Vray/Sequence01.wmv
    (the movie is compressed but the flickering on the grass in the foreground is there on the original)

    Before i had tried lower settings but the same problems a cure, the strange thing is; there is almost NO difference in doubling the GI settings..

    So i think there is something else which is causing the problems i can't figure out. After the first test i decided to exclude the big cylinder in the back from GI --> doesnt help!

    Did i miss something?
    We are making a new scene at the moment and trying to merge the old scene in.

    Somebody?
    http://3dstudioprins.nl/

  • #2
    Why not precalculate one fly-through light cache (and irradiance map) for the entire animation?

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

    Comment


    • #3
      I showed a few seconds of the entire movie, the movie has animated cars, animated people, etc.



      In the end, if this not working out properly, we'll will use the composting workflow.
      Last edited by Roest; 08-01-2010, 07:37 AM.
      http://3dstudioprins.nl/

      Comment


      • #4
        Ah, ok. Have you tried using brute force GI for secondary bounces?

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

        Comment


        • #5
          Not yet!
          I tried it in another project, but long rendertimes and to noisy. I might try this again.

          I hoped someone could see what's going wrong or what i can try..
          I kind of like the new "cam path" method and worked for me before.
          http://3dstudioprins.nl/

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