Hi,
I've been working on a short film and have been both looking forward to rendering and dreading it due to the costs. The test frames are looking great, but I'm now at the point where I have to optimise and cut corners cleverly. I used to work more as a freelancer and I'd have a lot of other artists offering tips for rendering but now I work more independently, mostly in the arts rather than VFX or animation. I'm also a student now, doing a PhD about CGI simulation and art, so I'm not immersed in a production environment anymore. I'm probably missing out on some current best practices or cheeky hacks. Anyway, that's the background, the more concrete questions I have are:
Fly-through animation - My scene has an animated camera flying through a very detailed interior environment with a lot of lights and light emitting materials. Am I right in thinking that with Hash Map lightcache I don't need to rely on precalculating the lightcache or enabling fly-through mode?
Lots of lights - I have about 100 lights, and many LightMtls to simulate a TV studio interior. I'm using Adaptive light evaluation with a cap of 25 lights. I'm wondering if this is enough, if raising that number is recommended? I'm also wondering how adaptive light evaluation works with a fly-through animation - if the lights being evaluated are constantly changing, will there be glitches in the scene illumination?
Physical camera DOF - I love in-camera DOF, but the additional render time is going to bankrupt me so I'll settle for a Zdepth pass. Anything I need to remember? Any plugin suggestions for After Effects? I'll probably also spit out a velocity pass for motion blur too.
VRay Lens Effects / Bloom and Glare - This has been really important in my scene - I have a lot of studio lights shining into the camera and it's been super useful to instantly preview the look of a final render in the VFB. But I'm unsure whether this adds an overhead to my render when I'm going for 5500 frames, and if it's worth deferring lens flare effects to comp as a way of saving time/money on the render? In which case, will doing the lens flare in After Effects look as good as in the VFB? Will both methods work off the same pixel intensities?
Denoiser - I think I'll have to have to work with a relatively high sampling threshold, something like 0.020, and use VRay's denoiser on top of that to clear up the graininess. It'll be the first time I've used this workflow, any tips? Can I go higher that 0.020?
Large scene size - my scene is 1.5 GB, and actually it's generally been OK to work with as I'm pretty organised with layers, referencing and naming etc. But would it benefit render times to use more VRay proxies? I don't have a lot of dense meshes, it's just the general amount of geo I have that's bulking my scene up.
I realise there's a lot of questions here - feel free to answer some, all or none, or just flame me, your choice.
I'm just trying to replicate the informal pre-render conversation I used to have with a Lead Artist or TD at work. But there we would have a farm and if a render went wrong we'd just cancel it, no money lost. Not quite the same when you're rendering on ChaosCloud or any other farm.
Attached are a couple of frames for context.
Thanks!
I've been working on a short film and have been both looking forward to rendering and dreading it due to the costs. The test frames are looking great, but I'm now at the point where I have to optimise and cut corners cleverly. I used to work more as a freelancer and I'd have a lot of other artists offering tips for rendering but now I work more independently, mostly in the arts rather than VFX or animation. I'm also a student now, doing a PhD about CGI simulation and art, so I'm not immersed in a production environment anymore. I'm probably missing out on some current best practices or cheeky hacks. Anyway, that's the background, the more concrete questions I have are:
Fly-through animation - My scene has an animated camera flying through a very detailed interior environment with a lot of lights and light emitting materials. Am I right in thinking that with Hash Map lightcache I don't need to rely on precalculating the lightcache or enabling fly-through mode?
Lots of lights - I have about 100 lights, and many LightMtls to simulate a TV studio interior. I'm using Adaptive light evaluation with a cap of 25 lights. I'm wondering if this is enough, if raising that number is recommended? I'm also wondering how adaptive light evaluation works with a fly-through animation - if the lights being evaluated are constantly changing, will there be glitches in the scene illumination?
Physical camera DOF - I love in-camera DOF, but the additional render time is going to bankrupt me so I'll settle for a Zdepth pass. Anything I need to remember? Any plugin suggestions for After Effects? I'll probably also spit out a velocity pass for motion blur too.
VRay Lens Effects / Bloom and Glare - This has been really important in my scene - I have a lot of studio lights shining into the camera and it's been super useful to instantly preview the look of a final render in the VFB. But I'm unsure whether this adds an overhead to my render when I'm going for 5500 frames, and if it's worth deferring lens flare effects to comp as a way of saving time/money on the render? In which case, will doing the lens flare in After Effects look as good as in the VFB? Will both methods work off the same pixel intensities?
Denoiser - I think I'll have to have to work with a relatively high sampling threshold, something like 0.020, and use VRay's denoiser on top of that to clear up the graininess. It'll be the first time I've used this workflow, any tips? Can I go higher that 0.020?
Large scene size - my scene is 1.5 GB, and actually it's generally been OK to work with as I'm pretty organised with layers, referencing and naming etc. But would it benefit render times to use more VRay proxies? I don't have a lot of dense meshes, it's just the general amount of geo I have that's bulking my scene up.
I realise there's a lot of questions here - feel free to answer some, all or none, or just flame me, your choice.
I'm just trying to replicate the informal pre-render conversation I used to have with a Lead Artist or TD at work. But there we would have a farm and if a render went wrong we'd just cancel it, no money lost. Not quite the same when you're rendering on ChaosCloud or any other farm.
Attached are a couple of frames for context.
Thanks!
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