Announcement

Collapse
No announcement yet.

universal settings animation GI flicker

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • universal settings animation GI flicker

    I recently watched this tutorial:
    http://www.thegnomonworkshop.com/sto...torials/cni03/
    which was really great.
    I have an interior scene being lit with overhead lights (vray rect lights) and I followed his advice as to what settings to use for universal settings. I set it to full adaptive, subdivs multiplier at .01, adaptive dmc 1 and 16 with .005 threshhold. My GI tends to flicker like crazy no matter what I do. I tried brute force with light cache first...I assumed that the adaptive thing would take care of the brute force samples...and I set light cache to like 3000 subdivs with use camera path checked on, but it still has splotchy flickering (not AA flicker, but GI flicker). I also tried IM+LC with no luck, and I would like to try avoiding baking out IM maps if at all possible because I have had no luck getting that working smoothly.
    Just wondering if there is something I am missing here? Or maybe if the universal settings are only good for outdoor shots without alot of light bounce?
    Last edited by X14Halo; 14-04-2011, 02:42 PM.
    Lead 3D Artist - A52/Elastic

    www.ianruhfass.com

  • #2
    if its just a flythrough, then baking out an imap is -by far- the best option and you should focus your efforts to getting that right, as its not hard compared to other methods and is -far- faster to render.

    if youre using universal settings, youll need much higher than 16 subdivs max rate for the aa, since its the aa that cleans all the errors in that case.. i dont know about the tutorial, i never saw it, but the universal method requires a max aa rate of 100 and a noise threshold (to get a clean result) nearer to 0.001 than 0.01.

    edit: sorry i just realised you said a subdiv multiplier of 0.01?! thats dropping the quality by a factor of 100 from defaults.. you should leave the subdiv multiplier at 1 in most cases....
    Last edited by super gnu; 14-04-2011, 02:56 PM.

    Comment


    • #3
      oh ok. in the tutorial he drops the subdivs multiplier to .01 to basically bring all of the area light samples and reflection samples down to 1, so that the adaptive AA will raise them up and take care of it. i guess I need to experiment more. i will look more into the ir map baking...right now the way I do it is I basically set it to high animation setting with animation prepass on, send it to the farm to bake out the IR map sequence, then change it to animation rendering mode and plug my sequence in. it STILL seems to flicker when doing this and it takes just as long to render. i realize you can set your interp frames up to something higher to blend between more frames, but that only adds to my render time. i shall search the forums for more information...
      Last edited by X14Halo; 14-04-2011, 03:16 PM.
      Lead 3D Artist - A52/Elastic

      www.ianruhfass.com

      Comment


      • #4
        are you doing a scene with moving lights/objects? or just a flythrough with the camera moving?

        if its just a flythrough of a static scene, then multiframe incremental workflow will be much faster.. if you have moving objects, then you will just have to crank up the settings to get a good result.


        im not sure of the benefit of dropping the subdiv multiplier to bring all the sampling levels low.. never heard of that method before.. however a) if you do do that then you will need a hell of a lot more aa samples than aa max rate 16 (as i mentioned set the max rate to 100 and control quality with the noise threshold)

        but also, if you have a high max rate for dmc aa, then it will already be using the aa system to do all the work, since it will be taking minimum 1 glossy / shadow sample per aa ray anyway.. and there will be a lot more of them than glossy samples, even with a default subdiv multiplier.. in which case dropping the miltiplier shouldnt make any difference..?

        everyone has their own tricks to make vray work well and fast, so maybe this method is just one ive never seen before.. but it sounds to me like its not quite right.. explaining the bad result you are getting.

        bear in mind techniques like this will take a lot of rendering time...

        Comment


        • #5
          ah...multiframe incremental is what i should have been doing. thank you
          Lead 3D Artist - A52/Elastic

          www.ianruhfass.com

          Comment

          Working...
          X