animation prepass problem

Hi to all respect member, i have some animation problem here.

i have an short animation video test in my free time using animation prepass method,
but this time i send it to calculate using backburner and assign only 1 node/ slave to take over the calculate job,
after the calculate done, i copy the IR to my local pc to do some test render,
but then i notice it cause some problem on my window blind, which you can see in the image i post,
please help me to solve it, thank you.

i am using 3ds max Design 2014 + vray 2.40.04 + window 7 64bits

Regards,
Jackie

Hi, it’s day 2, i still cannot firgure out what had happen, someone please help!

Regards,
Jackie

Hi,

What material you are using for the window blinds?
I can see a lot of splotches all over the room. Do you get better results if you render in Single frame GI mode?

thank you for reply, yes it is clean and smooth when i render in single frame.i have try to clear the splotches with HSph.subdiv around 250 and Interp.sample around 100 yesterday, but the rendering time very very slow…

the window blinds material is 2 side material with a simple vray material as base material

Regards,
Jackie

Thank you for your quick answer Jackie,

I guess there is something in the workflow you are using for irradiance map precalculation process . Would it be possible to send us two files, one set for GI precalculation and second setup for the rendering stage? We will try to replicate the issue here and find out what cause it.

Do you use a V-Ray Embree for this project?

Actually there are a lot of splotches visible in all parts of the room, but the ones on the Window blinds are in very weird shapes.

i have try to clear the splotches with HSph.subdiv around 250 and Interp.sample around 100 yesterday, but the rendering time very very slow…
Does it help to clear the splotches when you run a small region render?
The best GI approach for this case would be Brute force / Light cache (use camera path), I think. There is no need to precalculate GI maps and you can directly render the animation frames through Backburner using all available render nodes.

ok, please give your email, i will send the file to you now.

i didn’t use Embree in this project, because i am not using VRay 3.0, i am VRay Adv 2.40.04 user

Regards,
Jackie

oppss…sorry just check my folder, i have accidentally delete all the IR and LC save map, because i cannot wait and have to go for other method to finish this animation, but this time i use this method: http://help.chaosgroup.com/vray/help/200R1/tutorials\_imap2.htm , hope it work.

PS: i still have the previous file, can i send you the file for investigate?

ok, please give your email, i will send the file to you now.
You can send the files (or links) directly to our support mail > support@chaosgroup.com and add this thread as a note.

i didn’t use Embree in this project, because i am not using VRay 3.0, i am VRay Adv 2.40.04 user
We have Еmbree for V-Ray 2.x version available for download > http://help.chaosgroup.com/vray/misc/

Yes, you can send the scene files only, I will run a test and inform you about the results.

Hi tashko.zashev, i cannot found Embree for 3ds max 2014 and Vray 2.4 from the link you gave me

Regards,
Jackie

Hi tashko.zashev, i have send you the file, please check, thank you.

Regards,
Jackie

The plugin for 2013 should work for 2014 too.

Thank you.

Hi tashko.zashev, about the Embree, i have download it, but how do i install it? did i need to install it on my local pc only or I need to install it on my local pc and also all the slave?

Regards,
Jackie

If you decide to use Embree then you should install it on all render nodes.

About the splotches over the window blinds, I managed to replicate the result you have posted.
Actually this happens due to the lack of GI samples in that area. I see that “Use camera path” option for the Irradiance map engine is enabled, which is not recommended when you are using Animation prepass/rendering mode. It is useful for cases where you need to recalculate single vrmap file for short camera movement only. So try to run another tests using “use camera path” option only for the Light cache and also increase the Irradiance map “Interpolation samples” parameter (at least 14 ) for the final render stage, because “5” will be not enough to get smooth GI interpolation between the frames.

The Irradiance map calculations will become faster using this setup.

1) After i install Embree to all the render nodes, do i still need to install Embree on my local pc?

Just to double confirm the animation prepass set up:

A) set IR to primary, uncheck “Use Camera Path”, HSpd:50, Interp.sample:14,Mode: Animation Prepass
B) set LC to secondary, check “Use Camera Path”, Subdiv: what i want, Sample size:0.02, Scale:screen, Mode: Single frame.
C) leave everything as default ( or do i need to set DMC sampler, noise threshold and etc?), click render.

After calculation finished:

A) Set IR to primary, HSph:50, Interp.Sample:14, Interp.Frame:to what i want, Mode: Animation Render
B) set secondary to None.
C) Leave everything as default ( or do i need to set DMC sampler, noise threshold and etc?), click render.

Is it correct?

Regards,
Jackie

1) After i install Embree to all the render nodes, do i still need to install Embree on my local pc?

All machines participating in the render should have the plugin. Also make sure that all processors have support for SSE4.2

A) set IR to primary, uncheck “Use Camera Path”, HSpd:50, Interp.sample:14,Mode: Animation Prepass
B) set LC to secondary, check “Use Camera Path”, Subdiv: what i want, Sample size:0.02, Scale:screen, Mode: Single frame.
C) leave everything as default ( or do i need to set DMC sampler, noise threshold and etc?), click render.

This could be the precalculation setup and

( or do i need to set DMC sampler, noise threshold and etc?)

Yes, you will need to set them at this stage: noise threshold; Ad. amount; Global subdiv;
The Irradiance map (subdivisions) will be affected by any changes in those parameters.

Thank you very much for your clear explaination. i will give it a try and let you know the result.

Regards,
Jackie

hi tashko.zashev, actually i follow this tutorial: http://help.chaosgroup.com/vray/help/200R1/tutorials\_anim2.htm to set up my animation, in this tutorials it has a image show up that when calculate IR map using animation prepass, we need to check the “Use Camera Path”, please check it out, thank you very much.

Regards,
Jackie

Generally you could leave the “use camera path” option checked when calculating the Irradiance map, but keep in mind that the samples (HSPh subd.) will be distributed for the entire camera path and not for the current view (frame) only. This way you may need to increase the Irr map subdivisions a lot for some cases in order to get quality GI solution, otherwise it will be quite blurry. Also the render time will go up.

So I assume that for this specific scene you will be able to get flicker free animation result in less time without using it. However, you could always run a test render just with few frames to see the final animation result.

As you know the best approach is to use Brute force / Brute force GI, but it requires a lot of CPU power. Therefore we have additional engines, options, features, which could be used to speed up the GI calculations. Everything depends on the scene and the requested result. You don’t need to add 200 subdivisions for Irr map if the scene renders in good quality using just 50 for an example.

Hi Tashko Zashev,

Thank you very much for your clear and detail explanation.

Regards,
Jackie