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Optimization for irradiance frames calculation

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  • Optimization for irradiance frames calculation

    hey everybody !

    I was thinking about something dealing with animation and irradiance map. Basicely, when you have to render an animation (id a flight through in a space), you have first to calculate the irradiance map let says every 20 frames... and then you save it and lets max render !
    but sometimes you discover that for some frames, the irradiance was not suffisant... you see some blotches in uncovered area.

    Then the point of my post is here !
    let says, you want to render a 500 frames animation...and basicely vray will calculate the suffisant and necassery frames for the irradiance map calculation in order to avoid this "uncovered area".

    for example, for this 500 frames, you would normally render the irradiance map for the frame 0,20,40,60,...,500...but with this kind of optimization "function" vray will calculate maybe frame 0,50,200 and 500 ! then less time consumming ! this function will be base on the area covered by the camera field of view (king of raytracing algorythm)...why not ! you will avoid splotches uncovered area and time consumming !

    ps: finalrender add this kind if option to render animation...but it was basicelly calculating the needed samples at each frame..something like that...

    am i clear ?

  • #2
    ok...
    nobody seems to be interested in !
    at least say something

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    • #3
      It would be hard to find a way to test for every possible kind of scene. You're only thinking about whatever specific type of scene you work with on a day to day basis. I think you can add irradiance maps together with the irradiance map viewer to fix bugs like this.

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      • #4
        olivier, vray actually does what you are talking about. With the incremental add function in the advanced irradiance map parameters it renders the first frame and then for each subsequent frames it takes the initial GI samples from the first frame and adds the extra samples it needs to complete the number of passes you have specified. You can see the effect of this in the rendering times of the irradiance map, where the first frame usually tkaes a while and then the following frames are considerably quicker.

        Chris Jackson
        cj@arcad.co.nz
        www.arcad.co.nz
        Chris Jackson
        Shiftmedia
        www.shiftmedia.sydney

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