Is it somehow possible to gather GI information from multiple cameras per frame to reduce GI flickering in animations?
As far as I understand it only the currently rendering camera is used for GI calculations at this point. But, as we all know this can lead to GI flicker in animations (I am not talking about simple fly-through animations but moving objects such as cars and characters).
The idea would be to have multiple cameras in the scene, close to the camera which is used for the final rendering, but slightly offset. Different camera positions would cause different GI-noise patterns but they would all together be combined into one GI file and used for rendering the frame. IR & LC already produce cache files so it would be just a matter of processing multiple cameras and writing the information to one file.
The entire process would be done during the regular pre-pass phase of the current frame.
Is this possible? Or even a bad idea?
I just feel that in order to reduce GI flicker there is always a good work of tweaking involved and I find caching pretty annoying most of the time. Also the usage and workflow of the sphereFade node is not the best, because it needs multiple renders.
Any other ideas are most welcome.
Thanks.
As far as I understand it only the currently rendering camera is used for GI calculations at this point. But, as we all know this can lead to GI flicker in animations (I am not talking about simple fly-through animations but moving objects such as cars and characters).
The idea would be to have multiple cameras in the scene, close to the camera which is used for the final rendering, but slightly offset. Different camera positions would cause different GI-noise patterns but they would all together be combined into one GI file and used for rendering the frame. IR & LC already produce cache files so it would be just a matter of processing multiple cameras and writing the information to one file.
The entire process would be done during the regular pre-pass phase of the current frame.
Is this possible? Or even a bad idea?
I just feel that in order to reduce GI flicker there is always a good work of tweaking involved and I find caching pretty annoying most of the time. Also the usage and workflow of the sphereFade node is not the best, because it needs multiple renders.
Any other ideas are most welcome.
Thanks.
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