Animation with moving objects - again !!

Hi there. I know this has been discussed a number of times. People still seem to get flickering with the methods featured online so I just wanted to find out about how to render this type of animation for a specific project.

I have an interior scene where cupboards open and you see inside. Obviously they are dark and then light will enter them. I have seats moving also. None of these objects move a great deal.

So I need to know the best method to accomplish a flicker free animation.

Am I right in thinking that I pre-calc the irrmap every nth (5th) frame with “use camera path” option on. Should I use lightcache for secondary at this stage ?

For the final render, I load the Irrmap from file and select single frame on lightcache.

If I want to speed up my renders should I have “use lightcache for glossy rays” on for the final render ?

For animation with moving objects you should save irmap for every frame using animation (prepass) mode.
Then when rendering the final animation, switch it to animation (rendering) mode.

I don’t think that every 5th frame is enough for moving objects.

Ok, so would I use lightcache for secondary for pre-calc and rendering ?

For pre-calc only. When rendering, you can leave it empty.

But if you are using “use lc for glossy reflections”, you have to leave it on for rendering too.

OK, I’ll give that a go. Thanks for your help.

Some more questions if you dont mind.

For pre-calcing the irrmap would I need to have use camera path on both irrmap and lightcache ?

Hmm… I usually don’t use “camera path” at all.
Maybe I’m doing things too old fashion. :slight_smile:

Tick use camera path for both. An extract from my tutorial http://www.mintviz.com/blog/flicker-free-animation-using-vray/

"You now have two options depending on your workflow, if you have rendered your animation with use light cache for glossy rays ticked, you will need to leave your light cache as the secondary GI engine. Keep it in single frame mode and have use camera path ticked. If you have rendered without use light cache for glossy rays, disable the secondary GI engine leaving only the irradiance map as the primary GI engine. You can do this because the secondary GI data has been stored in the primary GI engine via the irradiance map prepass.

Thanks. Have to try that next time.

Does it increase rendering time?

James, I’ll have to check out your tutorial..looks promising!

first brufe force+second lightcache= no flickering.

…and no precalc either…is that correct ?

no precalc for brute force but I can check @ the moment for the LC. sorry I’m on a tinny dead line tonight all computers are booked.

“I can’t” sorry

this vid was computed with this method, and no problem at all, I had all settuped in this vid.
just make a test with LC in different modes on a small scene to check it.

wow nice !
I suggest to check “use cam path” for LC and IM only if cam don’t move too much and/or not reveal too much new things while moving. Use cam path can put you in troubles if your cam moves too much, as you need to increase too much hsph subdivs and Lc subdivs to compensate. If i’m not wrong of course :wink:

Im a little worried as I’ve got “use cam path” on for the pre-calcs and each pre-calc frame is taking 1 hour. The cam does move…spins round and moves up and down…not lots but I don’t know what you mean by move too much ?

Im wondering if the BF/LC method might be the best way to proceed with this as I’ve got another 7 days of pre-calc before I even start the final render.

If the camera moves over a long distance i.e travels from downstairs to upstairs of a house, then it is best to turn it off or render in stages. If the camera spins around and moves pretty much in the same room or even the hallway leading to that room then it is OK.

Ok, thanks for the advice. I ended up following the tutorial mentioned earlier and took a bit from the one found here: http://cinema4d.yourweb.de/thread.php?threadid=6643

Although its C4d its still relevant. I decided to go with a half res pre-calc for both Irrmap and Lightcache. I did a test render (only 1 so far) and it looked very clean…so fingers crossed.

I also ended up turning off “use lightcache for glossy rays” as I think that reduced quality somewhat also. I think the renders will take more time but the quality should be better.

ok let us know how it turns out