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  • Animation Rendering... Again

    Hi There,

    I have an animation with moving camera and moving objects. Maya 2018.3 and Vray 3.60.04

    Using BF + LC:

    BF: 800 subdiv + Depth 5

    LC:

    -3000 Subdiv
    -Sample Size 5 (world scale)
    -use light cache for glossy rays
    -single frame
    -filter nearest
    -prefilter
    -prefilter samples: 20
    -depth: 100
    -filter samples: 5
    -leak prevention 0.8
    -use retrace threshold
    -retrace threshold 8

    I have some noise, but I can live with that.

    LC is still flickering, mostly in the background (far from camera). Can I do something ? Do I have to use 100000000000000000 LC subdivs?? or is there anything wrong in the parameters?
    It's a aircraft interior. I cannot show due to NDA. I'm stuck

    Finally, I made a little gif to show something

    Last edited by waaazoo; 06-11-2018, 05:47 AM.
    www.mirage-cg.com

  • #2
    www.mirage-cg.com

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    • #3
      would it make sense to render short sequences only with LC as primary and seconday engine, to see how the LC behaves ?
      www.mirage-cg.com

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      • #4
        You need to precalculate the LC once using "use camera path" option and save it to disk, then render animation with it from file, this should solve the flickering (if its related to LC)
        Dmitry Vinnik
        Silhouette Images Inc.
        ShowReel:
        https://www.youtube.com/watch?v=qxSJlvSwAhA
        https://www.linkedin.com/in/dmitry-v...-identity-name

        Comment


        • #5
          Thanks Dmitry for the answer. But, even with moving objects? I thought to understand that with moving objects we have to use BF+LC and render the LC per frame...
          www.mirage-cg.com

          Comment


          • #6
            Its worth a try It might work depending on how extreme the movement is. Also, this is a really closed interior space so there is a lot of bounce probably happening. And as such it would be hard to make it stable with motion.
            Dmitry Vinnik
            Silhouette Images Inc.
            ShowReel:
            https://www.youtube.com/watch?v=qxSJlvSwAhA
            https://www.linkedin.com/in/dmitry-v...-identity-name

            Comment


            • #7
              I would also make lc samples some what small and raise the lc subdivs to something like 2000 (depending on your scene complexity, the more complex the more samples)
              Dmitry Vinnik
              Silhouette Images Inc.
              ShowReel:
              https://www.youtube.com/watch?v=qxSJlvSwAhA
              https://www.linkedin.com/in/dmitry-v...-identity-name

              Comment


              • #8
                I have already 3000 subdivs. Trying out the "use camera path".... I'm lost and stuck. No Idea how to render out this animation, and you wouldn't want to know when my deadline is !
                www.mirage-cg.com

                Comment


                • #9
                  if you need help send me an email, I'll help you get it done - silhouetteimages@gmail.com
                  Dmitry Vinnik
                  Silhouette Images Inc.
                  ShowReel:
                  https://www.youtube.com/watch?v=qxSJlvSwAhA
                  https://www.linkedin.com/in/dmitry-v...-identity-name

                  Comment


                  • #10
                    Thank you for the proposition Dmitry. I'm trying out use camera path. I'll keep you updated and send you an email if that doesn't resolve the numerous issues.
                    www.mirage-cg.com

                    Comment


                    • #11
                      It seems to be better with "use camera path", but for now I just have two frames, so it's hard to tell. I will have more frames soon.
                      www.mirage-cg.com

                      Comment


                      • #12
                        basically use camera path will create static lc map for entire range of frames, but what that would mean is if there was an object obstructing the light then it moved and allowed the light to shine through so therefore the gi would change from the light which showed up, the illuminated portion that the light contributed to the gi will always be there even when it was not showing up and if an object traveled through those lc samples it would get incorrect gi illumination etc.
                        Dmitry Vinnik
                        Silhouette Images Inc.
                        ShowReel:
                        https://www.youtube.com/watch?v=qxSJlvSwAhA
                        https://www.linkedin.com/in/dmitry-v...-identity-name

                        Comment


                        • #13
                          That is also my understanding. I don't why it's not possible to have just a possibility to render animations with moving objects in a simple way..... like a biased brute force
                          It took me now 4 days to try out different settings, with no result. The only way I see for now is to use BF+BF and pay 10k€ to the renderfarm. And I would still have noise probably...
                          www.mirage-cg.com

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                          • #14
                            in a closed interior space its not simple. Biased brute force is essentially animated irradiance map. Usually when you encounter scenario like this you need to approach it differently from the get-go or else you will waste time like you have.
                            Dmitry Vinnik
                            Silhouette Images Inc.
                            ShowReel:
                            https://www.youtube.com/watch?v=qxSJlvSwAhA
                            https://www.linkedin.com/in/dmitry-v...-identity-name

                            Comment


                            • #15
                              excuse me, but I cannot excuse Vray just because the situation is difficult. I know that these interior spaces with small windows are not the best situation. But I don't see why a render engine should be able to render a still that looks cool, and then suddenly, when you have to output an animation, there is no way to render without a discoball inside. It's just my point of view, off course. I rendered tons of animations with moving cameras, and I went thru.... but as soon as you have anything moving in the space, it's not working anymore. Are we doing animation ? yes. I want to do animation, care about the beauty of the picture, and not fuzzle around with tons of tiny little parametres. And if you have the bad luck to change the bad one, your rendertime can just double right away...

                              I'm getting tired and really nervous... yes... sorry
                              www.mirage-cg.com

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