I dont really see why we have to set the number of threads for LC, cant this be automated? to stop any mistakes..
agreed…
Because if you calculate frames on a render farm with different number of CPUs, you will get different light cache maps, which will lead to flickering.
Best regards,
Vlado
I see, maybe a tick box then “auto detect”
We are using this in our PreRenderScript.
vr = renderers.current
vr.lightcache_numPasses = sysInfo.cpucount
would be nice if you could may be post your prerenderscript :roll:
There are many other things i automated for our CG Studio in PreRenderScript who are strong twisted in our workflow and server structure.
So i cannot give that scritps away.
Here are some examples:
- Renderoutputname
- auto Irradiance settings and ask for using saved file
- auto LightCache settings and ask for using saved file
- XRefObjects/Files and Proxy solving
…
sure, I understand ![]()
Thanks anyway for your reply, I already have that type of thinks with my scripts :o)
Excuse my ignorance, but can someone elaborate on this? Why would you send a LC calculation to more than one machine?
Cheers,
Olly
For example, if you are rendering an animation…
Best regards,
Vlado
Why wouldn’t you use flythrough mode on one machine?
I meant animation with moving objects; for flythough’s the calculation will be done on machine, of course.
Best regards,
Vlado
So in this scenario would you calculate an IR map on Animation Prepass with secondary bounces off. Then render the frames using Animation Rendering with secondary LC set to flythrough or single frame?
We’re trying this out at the moment and are a bit stuck…
Thanks,
Olly
If you use the animation prepass mode, then you need to have the light cache set to single frame mode too in the prepass phase. In the rendering phase, you can turn off the light cache.
Best regards,
Vlado
Excuse my ignorance here, but what if you’re using LC for glossies?
Cheers,
Olly
Then you must not turn it off; you still need to calculate it for every frame of the final sequence.
Best regards,
Vlado
That’s what I thought.
So would the LC contribution to the gi in the final render come from the information stored with the pre-calculated IR map or from the LC calculated during the final render?
If it’s the former, would it be possible to have a “use LC engine for glossies” outside of the LC GI rollout so it could be used even if the secondary bounces was set to none?
Thanks again,
Olly
Anyone know the answer to my previous post?
Let me know if anything needs to be explained…
Hey Olly have you seen this thread
http://www.chaosgroup.com/forums/vbulletin/showthread.php?t=42860
This thread speaks about using the ir map animation prepass mode to do animations with moving objects
The thread is a little confusing but from what I understand while it is possible to use irmap animation mode for moving objects and get ok results it doesnt work correctly at the moment and will be fixed in SP3
The light cache needs to be calculated every frame and then that information is store inside the ir map. (check the above thread for lots of other settings tips)
If you do NOT tick use light cache for glossy rays then you can set your secondary bounce to none (as this will save memory)
If you tick use light cache for glossy rays you must set your secondary bounce to light cache for the final render