Re: Light Cache Problems while Rendering Animations
Well I’ll be damned… Just tried it and it is working. I tested it as recent as this summer (it was not working then…and hadn’t any of the previous times I tested it), and I didn’t think there were any changes made that would make it work, so I’m quite surprised at this. This however is in the newest version (1.05.30), so that is very odd that its working for you.
That being said, I think you’re generally confused about how this is supposed to work. The goal of LC flythrough mode is to created one LC map for the whole camera path. Therefore what it will do is generate sample areas for every place that’s visible in the scene from all points on the camera path. Then it will distribute the subdivisions specified in the LC parameters equally along the path. Therefore, when calculating the LC solution, there really isn’t the concept of frames.
The LC file might be larger for the whole scene, but most likely it will not be 4 times larger. Maybe 1.5 times as large, but certainly not 4 times.
The amount of time the LC calculation will take depends largely on how many samples you are using. If you had the whole animation in a single file and changed nothing else, your LC calculation would likely take about the same time as with a smaller section of the animation because the same number of subdivisions are being used.
My theory is, if I set up one computer to start rendering the entire 60 scenes, it’ll create a Light Cache calculation for the entire animation, which I can then save and upload for each of the other computers.
That theory is standard workflow when doing LC with animations…Calculate a single LC map (in FlyThrough mode) for the whole animation, then distribute to any computers that need that LC map.
You should really look into the proper animation workflows as that will help you better get this animation going. Your tip toeing beside some of the steps, so you should just go through and do what needs to be done. Below is the animation tutorial from Spot 3d. Its specifically for Max, but all of the V-Ray concepts are the same. Follow its steps on the whole animation, then use the saved IR and LC files for rendering out the final images with the smaller segments of the animation