Hey guys...
I spent weeks now on trying to get a flickerless scene. First I decided to use only the Light cache engine for both primary and second in addition with an ambient Occlusion pass.
It was absolutely ok fo that kind of job. But I could not get flickerless light cache. So I switched to Imap and light cache..using the pre-render and animation process.
But also there I could get rid of the flicker only with very high settings and interp. frames like 10 which then gave me rendertime as long as brute force itself.
Now how can this be?? It doesn't have to calculate neither the LC nor the Imap, yet it takes as long as brute force.
My scene is basically one character. And the flicker appears to be only very strong on his face, if not only, which confuse me too.
I had a look on my Imap within the Imap viewer. The samples on the character look good to me. Around him are some hudge points though..out of camera though..so maybe its supposed to be like that.
I am new to Vray and I dont quite understand yet.
cheers
Vito
I spent weeks now on trying to get a flickerless scene. First I decided to use only the Light cache engine for both primary and second in addition with an ambient Occlusion pass.
It was absolutely ok fo that kind of job. But I could not get flickerless light cache. So I switched to Imap and light cache..using the pre-render and animation process.
But also there I could get rid of the flicker only with very high settings and interp. frames like 10 which then gave me rendertime as long as brute force itself.
Now how can this be?? It doesn't have to calculate neither the LC nor the Imap, yet it takes as long as brute force.
My scene is basically one character. And the flicker appears to be only very strong on his face, if not only, which confuse me too.
I had a look on my Imap within the Imap viewer. The samples on the character look good to me. Around him are some hudge points though..out of camera though..so maybe its supposed to be like that.
I am new to Vray and I dont quite understand yet.
cheers
Vito
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