Has anyone done any tests yet using the light map with animation? I have to render an animation with moving objects with VRay. I’d love to use the lightmap only, for primary and secondary GI, because that’s a lot faster than using the irradiance map for primary GI.
But I’d love to know what the best settings are for achieving flicker-free animation with moving objects. If that’s impossible using light map only, then I’d love to know what are the best irradiance map settings (or maybe photon map?).
I spent about an hour fiddling with a scene using lightmaps i got mixed results and due to time constraints went back to good old irrad with calculating every frame as i render. In world scale the filtering appeared to have an effect on the final render when i switched from nearest to fixed my renders turned out darker, will probably get to experiment in a couple of weeks. I believe Natty has had a play with it but if i remember correctly his scene did not have any moving objects. heres the link
Thanks very much for your feedback, Colin. I’ll check out Natty’s topic about this. I’ll let you know if I know more, please do the same, so we can share our knowledge on this front in this topic.
Here is a small animation rendered with Lightmap for 1st and 2nd GI. There is no flickering in it. The settings are 500 lightmap subdivs and Fixed filter with 0.5 size. :lol:
Looks promising, but how can you get this result with such low settings? Or is that maybe the trick? Having so few lightmap samples that all differences are blurred out?
I’m still eager to know what the perfect values are for QMC for secondary GI. For example the old QMC GI values were much lower than the current 50 subdivisions.
Hi TishoChaos did you calculate every frame as you rendered your animation(single frame) or did you use the Flythrough method for it. i am asking because for interiors where you may have doors,walls or any type of structure moving it could be problematic(i hope it is not the case) as i find internal compositing a lot more fiddly than externals.
Also where scene scale and filter types are there any issues, or can they be used with each other .
TishoChaos, when i render my scene with the window glass set to cast and recieve shadows i get “material returned overbright or invalid color” and then it says no lightmap samples and renders black.
When i switch the objects properties to no shadows cast it works fine, is this normal?
I’ve indeed read that somewhere, but I also remember that Vlado mentioned that he would correct the differences in one of the newer beta versions. Now that could have meant that he would adjust the QMC engine to the values or vice versa.
Tisho yep i think i do, i will go through the materials. I do know i have some standard mats with self illumination falloff mats under a vraywrapper material. Its strange i managed to render out a test with some frames and it seemed fine, however i have my samples at 500 and when i increase or decrease my samples sometimes i get the “overbright” error message and sometimes i dont. The animation though was smooth no flickering what so ever though it needs more detail which is why i wanted to increase the samples. Also need to optimize my settings as the render itself takes about 1hr where as the lightmap takes about 5 to 10 mins.
Galactus, if your image looks ok, then don’t pay attention to the Overbright messages, but just for your satisfaction, you can try to remove all the standard materials and put Vraymats instead. Also, remove wherever you hava an output map. You can try to override all the materials with a simple vraymaterial from the Global Switches. Try all these and see if the message appears again. If it disappears, then start putting one by one them back on.
I recognized that the biggest problems of the lightmap feature in animations
occures when the camera is animated. As long as the camera stands still
and there are only objects moving.. it´s not that hard to get it clean.
But as soon as there is an animated camera.. the flickering starts !
In my scene the camera is moving and it seems to be fine, i have several animated cameras moving through a building with doors and partition walls opening and closing. I could just be be lucky