Right, So ive got the problem of a rendering an animation with a glass sliding door. Im using Irr map on -4 -2 with hsph and using brute force on 20 subd and 2 bounces. Im rendering the irradiance map ever 4 frames.
Now the problem i have is that i thought id be able to render the sequence with the door sliding opening going from the exterior to the interior. But what happens is that there is are large area of dark splotches, when you get into the interior where i guess the samples have been calculated through the door when it was shut from outside.
So the solution im after is for this not to happen, i understand that i may have to break the render up so that i render just before the door opens and after im through the door. but not sure which method of calculating the GI i should use. what i dont want to happen is for there to be a dramatic change of color or image quality between the 2 areas.
I’ve tried the new animation render prepass, but dont want to have to calculate an irr map for every frame, as it can easily get away with being on every 3 or 4.
Ah, well you can un-check the “Use irraidance map” option for the materials on the glass door; V-Ray will then use brute-force GI for it so it will not need any irradiance map samples. Pure glass itself (only reflection/refraction) will not calculate any GI on it anyways (since there is no diffuse component to be affected by them).
ok little problem, when it hits the part of the door where the material is set to Use irraidance map the frame time jumps from 3 mins to 33 mins!! what settings control the brute force?