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IM blotch through glass
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The render is fine if I render a single frame with LC+IM. So I guess it's the GI baking thats the issue. I'm trying to pinpoint the problem right now, and to see if retrace treshold can fix it.http://www.cgpro.se - Portfolio
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I made some testrenders yesterday, and it seems that it depends on the amount of animated frames. I tried the same same settings and only used 50 frames out of my 400 frames animation, and then it worked fine. With 400 frames it's still blotchy. Is 5000 LC subdivs not enough?http://www.cgpro.se - Portfolio
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that is VERY strange. More so since your light cache settings currently are per frame so even if you make it 10 000, it will still be per frame and shouldnt make a difference if your animation is 5 frames long or 1000 frames long
what about doing a IM animation prepass calc instead and then IM render after that?Kind Regards,
Morne
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Well, I use Fly-Through with LC. Doesn't LC distribute all samples over the entire animation?
I don't have any more time to troubleshoothttp://www.cgpro.se - Portfolio
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one thing to note, flythrough mode seems to distribute the samples along the timeline according to the frame range specified on the 3dsmax timeline.. so even if your camera is only 50 frames long, if your max timeline is set to 5000 frames, then the vast majority of your samples will be bunched up at the end of the path, and the beginning will have very few.
this isnt anywhere in the documentation that ive seen but ive noticed it many times.
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