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Hi, I'm afraid it may be a mesh problem
- do you still get this if you replace car with some less detailed geometry?
- try to export car mesh to some raw triangles format, then back into blender..
- Inspect your scene for uwanted geometries located extremely far from the subject
- try to relocate ligts nearer to scene objects...
I get similar problems from time to time, it's always hard to get rid of it..
As far as I know this has nothing to do with geometry. What are the settings you are using in the irradiance map?
You are probably using a static irradiance map. When the irradiance map is generated it "paints" the light information in where the mesh currently is. If you move the mesh, the "paint" stays in place. You need to configure vray to render a new map for each frame and discard the last one. In brute force mode every render has to generate everything, so there is no such problem.
You are probably using a static irradiance map. When the irradiance map is generated it "paints" the light information in where the mesh currently is. If you move the mesh, the "paint" stays in place. You need to configure vray to render a new map for each frame and discard the last one.
I used Prepass for generating IM for each frame, then I used mode Rendering
At the beggining of the animation everything's going right, then artefacts appear
Then I do not know.
If it was me, I would use animation(rendering). You are probably using this method to save render time, but animation(rendering) at least might work.
Then I do not know.
If it was me, I would use animation(rendering). You are probably using this method to save render time, but animation(rendering) at least might work.
After Prepass I used animation (rendering) as described here
anyway thx a lot guys, in my case using BF+LC is optimised for now. And IM+LC is good to know for saving rendering time
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