I was wondering if someone could give me some advice with choosing the best GI method for rendering a huge outdoor scene with a lot of grass and trees.
In this scene I am flying through a about 100km2 large environment populated with a few thousand trees, grass and a few buildings.
For the grass I am using our own created plugin which works about the same way vrayscatter works.
Only this plugin only generates the grass a few 100 meters near the camera and gradually pushes the grass into the ground the further away it is from the camera.
And I am using proxys for all the objects in the scene.
There are 3 methods I know off I can try:
-Using irradiance as a primary and light cache as secondary bounce and then rendering 1 frame with both on the single frame mode and both with camera path on.
Then I save the maps and use those for the rendering.
-Irradiance as primary and light cache as secondary bounce. Irradiance on multiframe incremental with autosave. Light cache on flytrough with autosave.
Then I render the whole sequence on 1 machine on the farm with "don't render final image" checked in the vray globals. Then I render the sequence with the saved irradiance and light cache files.
I don't exactly know what the difference is between the 2 methods is, but it can give me a really large irradiance map file as a result.
If it is larger the a few gigabytes I can't render it because it uses too much ram.
The last method is using brute force for both bounces, but this gives me a really high render time.
I hope I was a bit clear in my explanation. Am I using this methods the right way or is there a better way to do this? And is there a way too use multiple machines to calculate the GI maps?
thanks,
Arjan van Meerten
In this scene I am flying through a about 100km2 large environment populated with a few thousand trees, grass and a few buildings.
For the grass I am using our own created plugin which works about the same way vrayscatter works.
Only this plugin only generates the grass a few 100 meters near the camera and gradually pushes the grass into the ground the further away it is from the camera.
And I am using proxys for all the objects in the scene.
There are 3 methods I know off I can try:
-Using irradiance as a primary and light cache as secondary bounce and then rendering 1 frame with both on the single frame mode and both with camera path on.
Then I save the maps and use those for the rendering.
-Irradiance as primary and light cache as secondary bounce. Irradiance on multiframe incremental with autosave. Light cache on flytrough with autosave.
Then I render the whole sequence on 1 machine on the farm with "don't render final image" checked in the vray globals. Then I render the sequence with the saved irradiance and light cache files.
I don't exactly know what the difference is between the 2 methods is, but it can give me a really large irradiance map file as a result.
If it is larger the a few gigabytes I can't render it because it uses too much ram.
The last method is using brute force for both bounces, but this gives me a really high render time.
I hope I was a bit clear in my explanation. Am I using this methods the right way or is there a better way to do this? And is there a way too use multiple machines to calculate the GI maps?
thanks,
Arjan van Meerten
Comment