It looks like I’ll have the opportunity to output an animation very soon. I would possibly like to incorporate the V-Ray lens effects (Glare & Bloom), and would definitely like to incorporate the denoiser. I generated a short test render to play with motion blur, depth of field, and camera path, but the denoiser only seems to save to the first frame - the rest of the frames are noisy. I’m saving to PNG files.
Has anyone created a tutorial that explains best practices for outputting animation frames and compositing them back together? I don’t output (nor do I know how to output & reassemble) all the various channels for stills (I just photoshop a Tiff image), so I definitely don’t have a clue about compositing all the various channels back together for an animation, using EXRs, etc.
For software, I have the Autodesk subscription (don’t know what software is included with that, aside from Revit, AutoCAD and 3ds Max), and the Adobe Creative Cloud subscription. I would appreciate any guidance you can provide.
I came across a couple tutorials on the V-Ray help docs regarding animation tutorials, but none that were RT specific. It seems maybe the Irradiance Map pre-calc needs to be done with ADV?
You know what would be great? A YouTube video demonstrating a basic RT GPU animation with moving objects, motion blur of objects & camera, and pre-calc’d lighting. Unless there’s already one out there that I missed…
VRay RT GPU (brute force + light cache, single frame mode - no precalculated GI, just crank up LC to 2-3k samples; denoiser: “just generate elements”) >> exrs (or pngs) >> use VRay denoiser tool (find “vDenoise tool by Lele” on this forum, should be sticky; works better for animations, blends result between frames; use on vrimg or exr files) >> After Effects
do not know how current denoiser tool is working with lens effects but you can always extract those from undenoised frames and put it back on denoised ones in AE.
Thank you! I’ll give it a shot. I really appreciate the help.
I assumed something more like interior scenario here, for something with simpler GI brute force + brute force might work better.