Hi there,
I don´t do many projects with animations that need GI and for the last project (and after a lot of testing) I ended up with BF/LC.
I never touched the IR/LC combo ever since, until now.
Now I gotta do an interior animation and BF/LC just doesn´t give me he needed render times.
But since it´s been a while and a lot of the tutorials on the matter seem to be a bit outdated, I was wondering what the current workflow is.
In my scene I got camera animation and moving objects, so I went with the mintviz tutorial (you probably know the one).
On my first testings render times still were completely unacceptable (>40 min per frame).
After some more testing I noticed I still had IR Interpolation samples from animation prepass mode on 20. Once I lowered them to 12 (like it says in the tutorial), render times dropped to about about 10-15 min per frame.
But now I could already see that I would get into trouble with the animation, since I noticed some blotches on walls etc.
Of course I could now increase HSph. subdivs and LC (Irmap was set to "low" preset with 50 HSph subdivs and 20 interpolation samples fro the prepass), but since the moving object isn´t contributing much to the scene GI wise, I think we should rather render the room and the object in seperate layers, instead of increasing render times for every frame.
So here is what I would do:
1. Set up the scene so the moving object is set to "invisible to camera" and doesn´t generate nor receive GI.
2. Set IRmap and LC to "use camera path" and autosave each map.
3. Adjust HSph subdivs and LC settings so I get rid of the blotches (right now I´m testing with IRmap at medium (animation) preset with 150 HSph. subdivs and 20 interpolation samples, LC set to 1500).
4. Go to start of animation, check "Don´t render final animation" and render prepass for single frame.
5. Uncheck "Don´t render final animation", set both IRmap and LC to "from file" and render sequence.
For the object layer:
1. Make it visible to camera again and set it to generate and receive GI.
2. Make all other objects to Matte Objects with Alpha -1
3. Render prepass using "animation (prepass)" mode for IRmap and set LC to "single frame" (since I´ll be using it for glossy rays) and render prepass for the whole sequence +-2 Frames.
4. Render with "animation (Render) mode".
5. Comp both layers in post.
Since I don´t have much more time for testing, I´d love to here your advice on if I remember everything correctly or if I´m doing it wrong, or if there is anything else I need to check first to make sure I get blotches- and flicker-free animation...
I don´t do many projects with animations that need GI and for the last project (and after a lot of testing) I ended up with BF/LC.
I never touched the IR/LC combo ever since, until now.
Now I gotta do an interior animation and BF/LC just doesn´t give me he needed render times.
But since it´s been a while and a lot of the tutorials on the matter seem to be a bit outdated, I was wondering what the current workflow is.
In my scene I got camera animation and moving objects, so I went with the mintviz tutorial (you probably know the one).
On my first testings render times still were completely unacceptable (>40 min per frame).
After some more testing I noticed I still had IR Interpolation samples from animation prepass mode on 20. Once I lowered them to 12 (like it says in the tutorial), render times dropped to about about 10-15 min per frame.
But now I could already see that I would get into trouble with the animation, since I noticed some blotches on walls etc.
Of course I could now increase HSph. subdivs and LC (Irmap was set to "low" preset with 50 HSph subdivs and 20 interpolation samples fro the prepass), but since the moving object isn´t contributing much to the scene GI wise, I think we should rather render the room and the object in seperate layers, instead of increasing render times for every frame.
So here is what I would do:
1. Set up the scene so the moving object is set to "invisible to camera" and doesn´t generate nor receive GI.
2. Set IRmap and LC to "use camera path" and autosave each map.
3. Adjust HSph subdivs and LC settings so I get rid of the blotches (right now I´m testing with IRmap at medium (animation) preset with 150 HSph. subdivs and 20 interpolation samples, LC set to 1500).
4. Go to start of animation, check "Don´t render final animation" and render prepass for single frame.
5. Uncheck "Don´t render final animation", set both IRmap and LC to "from file" and render sequence.
For the object layer:
1. Make it visible to camera again and set it to generate and receive GI.
2. Make all other objects to Matte Objects with Alpha -1
3. Render prepass using "animation (prepass)" mode for IRmap and set LC to "single frame" (since I´ll be using it for glossy rays) and render prepass for the whole sequence +-2 Frames.
4. Render with "animation (Render) mode".
5. Comp both layers in post.
Since I don´t have much more time for testing, I´d love to here your advice on if I remember everything correctly or if I´m doing it wrong, or if there is anything else I need to check first to make sure I get blotches- and flicker-free animation...
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