Hi Vlado,
I'm working on a job with character animation in interiors and the workflow of baked GI and then turning off "use irradiance map" for any of the animated characters is working very nicely. However one issue is that we're looking at the sss2 shader for the skin, and this breaks that workflow. If you calculate the GI live per frame there's no issues but if you use a cached IRmap then you start to get render errors in your SSS2 material. Would it be possible to add in an equivalent button so we could stop sss 2 from using the cached GI and go to brute force instead? Here's the render of cached GI vs rendering it single frame:
http://i1213.photobucket.com/albums/...ed_vs_live.jpg
I've also tried using single scatter set to simple, raytraced and none, but they all come back with the same result. Scatter GI is turned off too, I would have thought that would prevent it from looking at any of the cached lighting?
Cheers,
John
I'm working on a job with character animation in interiors and the workflow of baked GI and then turning off "use irradiance map" for any of the animated characters is working very nicely. However one issue is that we're looking at the sss2 shader for the skin, and this breaks that workflow. If you calculate the GI live per frame there's no issues but if you use a cached IRmap then you start to get render errors in your SSS2 material. Would it be possible to add in an equivalent button so we could stop sss 2 from using the cached GI and go to brute force instead? Here's the render of cached GI vs rendering it single frame:
http://i1213.photobucket.com/albums/...ed_vs_live.jpg
I've also tried using single scatter set to simple, raytraced and none, but they all come back with the same result. Scatter GI is turned off too, I would have thought that would prevent it from looking at any of the cached lighting?
Cheers,
John
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