Animation (Prepass & rendering) How to ?

Hello Vlado,

I need a little help with Irradiance MAp and animation… we are curently working on this :

and we need to launch a new animation (not the camera, but the scene… moving object etc etc…)

I look at the vray documentation on spot 3d, but no answer…
I don’t find any tutor or info about the use of Animation (prepass) and Animation (rendering)…

What is the best way to use it ??? a simple tuto ?
Maybe a better tuto like this later : Chaos: Industry-leading design and visualization software

Please help…

Best regards…

Anyone ???

I’m in trouble :slight_smile:

Best regards…

No one cares…

I go jump through the window…

haaaaaarrrrgfggggggggggg…

Best regards…

“Noooo don’t jump !!!”

[5 minutes]

*splash*

:smile:

I think you should use Irradiance Map in Animation mode (Animation (Prepass) and Animation (Render) modes), but as I have barely used it I cant give you much help about the specific settings, sorry …

** splash **

But thanks…

vlado has already given a pretty detailed explanation before.
What you can do with irradience map for animation is to compute the irradience map first *each frame, then render it using interpolation method, which will try to blend irradience map between frames.
To do so, you need to choose animation mode (prepass) and send your scene to the farm specifying the output of your file. Or render it on local machine, it does not really matter since each frame is computed independantly. The output of irradience map will be a single file per frame, so for example - irmap_001.vrmap - irmap_100.vrmap.
After computation is done, you can switch your animation mode to (rendering) and point to your file (you select the first frame and vray will figure out the numbering afterwards).
The only setting to take into account then is frame bleding, which is by default is set to 2. Which means that irradience map will be looked at 2 frames before and 2 frames ahead of current frame. Setting this option to higher value will result in better quality, but longer render time. In theory you can use light cache to compute with irradience map during the prepass stage, and then turn off secondary engine all together for rendering stage.

Thanks Morbid…

I’ll try…

Best regards…