I have only one question now.
How should I render the anim? the only thing that’s moving is the cam, so should I do it with a precalced LC in flytrough mode? if yes do I have to enable “camera path” too? and what’s about IR map. use multiframe incremental or precalc it too? do I need “camera path” here?
I searched the forum, and found this:
from vlado
(*) Removed interpolation for reflections on all materials;
(*) Used animation prepass/rendering mode also with the “Use camerapath” option on;
(*) Increased the Hemispheric subdivs for the irradiance map to the default 50;
(*) Used single frame light cache with the “Use camera path” option on;
(*) Set the light cache Scale to “Screen” with 0.02 for “Sample size”;
(*) Set the “Noise threshold” option in the DMC sampler to 0.005;
(*) Set the “Color threshold” for the image sampler to 0.01 (“Use DMC sampler thresh.” unchecked)
but these are settings if some objects are moving.
further on I found this:
Case I - “Use light cache for glossy rays” is OFF (the default)
Phase 1 - calculating the irradiance maps
1.1. Set the light cache to “Single frame”
1.2. Optionally turn off the “Store direct light” option for the light cache (might further reduce flickering around sharp shadows e.g. by the sun)
1.3. Set the irradiance map mode to “Animation (prepass)”
1.4. Render all the animation frames to produce an irradiance map for each frame
Phase 2 - render the final animation
2.1. Turn off the light cache (set secondary engine to “None”)
2.2. Set the irradiance map mode to “Animation (rendering)”
2.3. Optionally reduce the “Interpolation samples” to 10-15 and/or “Interpolation frames” to 1 to save render time
2.4. Render the final animation frames
Case II - “Use light cache for glossy rays” is ON
Phase 1 - calculating the irradiance maps
1.1. Set the light cache to “Single frame”
1.2. Optionally turn off the “Store direct light” option for the light cache
1.3. Set the irradiance map mode to “Animation (prepass)”
1.4. Render all the animation frames to produce an irradiance map for each frame
Phase 2 - render the final animation
2.1. Keep the light cache to “Single frame” mode
2.2. Set the irradiance map mode to “Animation (rendering)”
2.3. Optionally reduce the “Interpolation samples” to 10-15 and/or “Interpolation frames” to 1 to save render time
2.4. Render the final animation frames
The only difference in the two cases is that in Case I, you can turn off the light cache for the final rendering, whereas in Case II, you need to keep it to single frame.
For the final renders, I set the Secondary GI engine to “None”, as I don’t need the light cache then.
is this still valid?
thank you so much guys for your help!
best regards
themaxxer