I ask as I’m working on a similar project now, and the V-Ray GI method is working great for the still images. But rendering an animation as long as this will take us an age to render! Which got me thinking, is this animation lit with with GI at all? Or it is some other method? The quality is good enough..
I only got halfway through it before I got really bored, Im not a fan at all of really long walk throughs where its just one big pan with the camera. Anyway the lighting its self looks incredibly flat and to me looks like scanline was used on it. These days you can probably setup an animation in V-Ray that will look better and render faster than scanline. Those are just my personal thoughts and opinions on it.
If physical accuracy isn’t important you could use a V-Ray Ambient Light with a Vray Dirt map in it’s lightmap slot instead of GI.
Also Standart Lights are faster than V-Ray Lights. You can use them to add some directional shadows and direct light to the Ambient Light.
This will even look better than your reference i think although it will still look very unreal compared to a render with GI.
Initially my scene had VrayIES lights placed under the artificial strip lights, and a single frame took 17.4min to render.
Switch those IES off and the frame time dropped straight down to 9.1min!
Yes we lost a bit of light and the nice wash of light down the walls but thats quite a time saving.
So then I added the Vray Ambient Light with a Dirt map in it’s lightmap slot and after some tweeking here’s where I’m at now:
I can render out a VrayExtraTex element with another Dirt map, then add this to the render - which does look a little better.
The render above is straight out of 3ds with no PP by the way. The Light & Irr isn’t Pre-calculated at this stage either so the render time includes these calculations.
You turn the Ambient Light to GI, that means the Ambient Light is just visible for the GI rays.
I suggested to use the Ambient Light instead of GI.
Change it to Direct mode and turn off gi completely. Than the radius should make a difference.
And you’ll get a faster rendering without prepass.
You can than turn down the color threshold to get rid of the Noise(jitters).
The placement of the ambient light makes no difference… It lights every surface in the scene no matter where it is. The dirt add’s a Shadow in the corners which looks kind of gi like.
If you want to use GI, turn off the abient light and get the dirt with a Extra Tex Element.
Than you can add the Ambient occlusion in post. Which would add some details to the low quality GI.
you need the ambient light on a low level just to “fill in” the darker areas without direct light.. much larger radius on the dirtmap. then lots of real lights in there to avoid the flat grey look. since you re not using GI youd even need lights pointing at the cieling in areas that are brightly lit to fake the bounced light.
also, get some reflections on your white walls.. will add interest where you have flat lighting.
in the end, if you are using a cached irradiance map, you may well find it takes longer to render with all the fill lights you would need to add than it does rendering from the gi cache.
No GI = No Color Bleeding.
But it looks better than your reference.
You can use slightly colored standart lights to fake the color beeding.
Render a frame with GI and use it as reference. That will be much work…
But you can quickly add some difference to the lighting.
Turn down the Ambient Light a bit and use Standart omni’s with no shadows to get different brightness in different areas.
Use Vray color in the unocclued input of your dirt and raise the rgb multiplier to bump up the light.
I think using two of them probably forces v-ray to calculate the dirt twice… Dont know..
in the end, if you are using a cached irradiance map, you may well find it takes longer to render with all the fill lights you would need to add than it does rendering from the gi cache.
Take a look at his reference video;) if that is enough he won’t need to fake the whole GI… Using AO is already a advancement
Why not use precalculated GI and LC maps for your animation? I don’t think it would take that long to calculate them given your cameras don’t move with 100 km/h. You would most likely need to render them every 30-40 frames which would cost you just around 100 frames for a 2 minute long animation. And if we add to this that the new Vray version can render the light the cache map with all machines on the network, it would be even faster than before to create the LC map.
So I’ve been messing about trying what feels like a hundred different conbinations with this scene now..
One thing I’ve noticed, when using the Omni’s I’m seeing a huge amount of noise. Never seen this before, any idea why the Omni would be creating so much noise?
On the Left the Omni’s are switched On, the Right turned off - big difference ay Omni noise by Phil Grayston, on Flickr
Plus after a lot of testing with the Ambient light and no GI I’ve come to the conclustion that it’s not saving me much, if any render time.
On small images the render was 20 seconds quicker with the Ambient light and no GI, and looks reasonable. But that render time included calculating the GI, so if it’s pre-calculated the GI setup should be quicker. It looks better with GI, and the scene lighting balance is better.
So for now at least, I’m going with pre-calculated GI
I’m not surprised. With a good precal’ GI, it will always be better than Ambient light without GI…
Anyway, for your final render, it will be just a matter of AA/sampling/subdiv/etc to optimize your render time and a good final quality.
I’m very sorry for wasting your time.
I wanted to answer your initial question how that was rendered.
I once had a scene where I needed to render animated objects in no time and also with no importance of physical accuracy.
Ambient light plus standart lights to throw shadows was the solution for me.
But it certainly was a different situration, I would have to precalculate a full Irr map on every frame…
So the ambient light was a huge rendertime saver.