There's a tutorial for Max that goes over pre-rendering out the irradiance in order to get flicker free animation for static objects. The tutorial is here
I wanted to clarify a few things:
1) The tutorial states "Note that the irradiance map cannot be calculated through backburner. It must be calculated on a single machine. This is because we will use the Multiframe incremental Mode for the irradiance map." However this one says instead "The animation prepass can be rendered via backburner, previous methods have required you to render locally, putting your desktop out of action whilst it renders. If you do have access to another PC, I recommend using it to render the prepass, note that when rendering the preview window will not display a final result." Since these both refer to Max, I wanted to know if the irrandiance map can be calculated in Maya on a render farm, or if it needs to be done on a single machine?
2) The tutorial states "you can render different sections on different nodes, but you must merge the resulting irradiance maps manually with the irradiance map viewer in the end, before rendering the final animation. Also, you must make sure that each section is allocated to one single render node only" is this still the case for Maya using a farm? If it is instead rendered on a single machine does it not need to be combined?
3) The other tutorial says "In the irradiance map parameters, you will notice that interp. frames is not greyed out anymore. This setting determines the amount of frames that are to be blurred. The animation range is –2 to 102, so 2 would be correct. If you wish to blend 4 frames then set this to 4 but remember that you will be increasing the render times." This is not mentioned in the vray tutorial. Is is a preroll needed for Maya, and would this same advice apply?
thanks!
I wanted to clarify a few things:
1) The tutorial states "Note that the irradiance map cannot be calculated through backburner. It must be calculated on a single machine. This is because we will use the Multiframe incremental Mode for the irradiance map." However this one says instead "The animation prepass can be rendered via backburner, previous methods have required you to render locally, putting your desktop out of action whilst it renders. If you do have access to another PC, I recommend using it to render the prepass, note that when rendering the preview window will not display a final result." Since these both refer to Max, I wanted to know if the irrandiance map can be calculated in Maya on a render farm, or if it needs to be done on a single machine?
2) The tutorial states "you can render different sections on different nodes, but you must merge the resulting irradiance maps manually with the irradiance map viewer in the end, before rendering the final animation. Also, you must make sure that each section is allocated to one single render node only" is this still the case for Maya using a farm? If it is instead rendered on a single machine does it not need to be combined?
3) The other tutorial says "In the irradiance map parameters, you will notice that interp. frames is not greyed out anymore. This setting determines the amount of frames that are to be blurred. The animation range is –2 to 102, so 2 would be correct. If you wish to blend 4 frames then set this to 4 but remember that you will be increasing the render times." This is not mentioned in the vray tutorial. Is is a preroll needed for Maya, and would this same advice apply?
thanks!
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