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Ligthcache Autosave lost increment ??

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  • Ligthcache Autosave lost increment ??

    Hello, Chaos team.

    I'm working on MOA (Moving object animation) wizard for SR, and i'm surprised while testing that the LC in animation rendering (single frame, and autosave ON) always overwrite the same file instead of making incremental files for anim.
    Pretty basic situation, same as moving abjects anim tuto (v2) on spot3d.

    My LC files don't want to increment...(on 2.25.01 build). I'm tired, or i missed something ? sounds weird to me. was sure to have in the end same Lc files than the total frame amount. Of course i can avoid the problem in unchecking "use Lc for glossy rays", but ...

    Other question : when using camera path feature, i guess Hsph subdivs and LC subdivs needs to be increased ? relatively to the anim lenght/camera movement amplitude ?

    Thanks in advance. I hope this anim automator will help lot of people.
    Regards,
    Jérôme Prévost.
    SolidRocks, the V-Ray Wizard.
    http://solidrocks.subburb.com

  • #2
    Originally posted by Subburb View Post
    I'm working on MOA (Moving object animation) wizard for SR, and i'm surprised while testing that the LC in animation rendering (single frame, and autosave ON) always overwrite the same file instead of making incremental files for anim.
    This has never been implemented; in which situations would you need it?

    Other question : when using camera path feature, i guess Hsph subdivs and LC subdivs needs to be increased ? relatively to the anim lenght/camera movement amplitude ?
    Only the light cache subdivs, relative to the length of the camera path.

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

    Comment


    • #3
      thanks for fast answer
      situation is anim prepass mode. so if "use lightcache for glossy rays" is active, then LC needs to be computed again for each frame for "anim:render" pass ?

      i'm sure i'm tired and missing something important here...
      Jérôme Prévost.
      SolidRocks, the V-Ray Wizard.
      http://solidrocks.subburb.com

      Comment


      • #4
        Hm, yes in that case you might want to have the light cache saved. In any case, like I said this is not implemented for the moment. I've made a note to add it.

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

        Comment


        • #5
          Thanks for answer.
          No problem, i'll force "Use LC for glossy rays" to OFF in this case for the moment(first pass), and force LC to none for the second pass.
          I'll send you the tool as soon as it works relatively fine for evaluation.
          Jérôme Prévost.
          SolidRocks, the V-Ray Wizard.
          http://solidrocks.subburb.com

          Comment


          • #6
            Only the light cache subdivs, relative to the length of the camera path.
            I'm confused by your answer.
            I meaned : Use cam path in ON also for IM. In this case, Im hsph needs to be increased, too, right ?
            Jérôme Prévost.
            SolidRocks, the V-Ray Wizard.
            http://solidrocks.subburb.com

            Comment


            • #7
              For the irradiance map there is no point in changing the subdivs. You'd have to increase the max. rate for camera longer paths, but what is a "longer" path is not very well defined - there is no universal rule.

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

              Comment


              • #8
                Got it, thanks. So, in moving objects anim (and moving camera), if camera moves a lot/long path, that's not a problem for IM hsph subdivs ? Only IM max rate and LC subdivs needs to be increased ?
                In resume, use camera path can be used on long/complex animations ?

                I'm still confused : i can't figure why, in Flythrough anims mode, documentation says that use cam path can be used for SHORT flythrough animations in one go.
                Jérôme Prévost.
                SolidRocks, the V-Ray Wizard.
                http://solidrocks.subburb.com

                Comment


                • #9
                  Originally posted by Subburb View Post
                  Got it, thanks. So, in moving objects anim (and moving camera), if camera moves a lot/long path, that's not a problem for IM hsph subdivs?
                  Long paths are a problem for the irradiance map with the "Use camera path" option enabled. They are not much of a problem for the light cache, provided the LC subdivs are high enough.

                  Only IM max rate and LC subdivs needs to be increased?
                  Yes.

                  In resume, use camera path can be used on long/complex animations?
                  The light cache can be used, yes. I wouldn't really recommend the "Use camera path" for the irradiance map in this case.

                  I'm still confused : i can't figure why, in Flythrough anims mode, documentation says that use cam path can be used for SHORT flythrough animations in one go.
                  Because it can and is intended to be used this way?

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

                  Comment


                  • #10
                    Many thanks for taking time for answering. It's clear now. Thanks.
                    Jérôme Prévost.
                    SolidRocks, the V-Ray Wizard.
                    http://solidrocks.subburb.com

                    Comment

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