New Path Tracing ...

Hi Vlado,

Absolutely loving this new feature, i just need to understand the limitations and how far we can push it in terms of frames around an interior scene for instance.. How far have you pushed this Vlado ? can we do say 4000 frames around an office space (testing at the moment)..

Any input would be gratefully received..

N

I thought new path tracing was not available in sp3, that it was planned for later releases…

…or maybe you were reffering to ‘use camera path’?

I’m currently using this mode for all my animations/flythroughs, and it works pretty well. 360 spin around a scene, with lots of trees and stuff like that is no problem.

Hi Morbid,

Apologies .. i do mean use camera path.. :stuck_out_tongue:

@dmitry: I think Natty refers to the “Use camera path” option for the irradiance map.

@natty: I suppose it really depends on how complex you camera path is. I have only tested it for relatively simple cases (camera stays in one room).

Best regards,
Vlado

Thanks, Vlado, the test goes on, but this could really help us out and take a lot of guess work out of the process of creating IRR maps

N

…know what you mean. Only used it a couple of times but it seems great.

Can anyone please tell us the general work flow for using this?
until now were using every nth frame with dont render final image.

how to setup this using " use camera path" ?

Thanks

lol so confused :smile: Actually no, Im not…just haven’t worked with vray for a long time now…

Just tick it on and render from single frame… for both LC and IRR … bingo !

So you tick on use camera path for ir and lc and render a single frame - save result for both?

if youre using LC for glossies - yes, save LC.
otherwise save only IRR, as it already contains all the lighting data provided by the LC pass.

shorter render time (IRR pass), smaller IRR filesize (especially important if using DR), better quality (samples are placed all along the path, not only where they are visible in every nth frame) - what more can one ask for? :wink:

well didn’t work for me until now ??!
i used it for animation prepass and when I finally rendered the scene I got looots of areas where was no data at all; you could really see the gaps between the samples ( yes I rendered every frame, yes my settings where high enough, I interpolated up to 15 frames, thats 31 frames set Hsubd. up to 60! , adaptive down to ,2 no blur at all;) I reviewed the ir map in vlado viewer and had the affirmation; samples all over the room but sparely on my path ? I think I still have the Irr map if vlados interested in some analysys;
best regards

i tried the use the “along path” feature together with the animation prepass, but the result was wrong and splotchy.

for this time i had to switch back to my old workflow, which had some flicker issues. but the job is on a tight $&time budget and so i did not start playing around with this new option.
for future projects, i’d love to get some information about workflow and limitations.

in this current case which did not work for me now, it is offices with heavliy animated furniture/walls to show different office combos and the camera is moving through the room.

how to deal with the settings?

how much movement of objects is possible? can they swap, pop up, disappear like in my case? do i send everything to the farm without thinking or should i render on one computer? do i need higher settings (something like LC for animations)? or does along path only work for little animated parts like opening doors or walking people?

best regards

It is for static scenes with moving cameras, whenever you save a LC or imap they are frozen in time, different frames are layered together, the imap does not have a 4D aspect at all, all time is merged into one instance. Sometimes you can get away with an animated object moving through a “tunnel” of samples, a swinging door maybe but this is not really correct best to use single frame methods like Bruteforce/LC or the Animation prepass imap blending.

but in the help on spot3d i found this line:

“Using irradiance maps for anmations with moving objects where the camera also moves - either in Single frame, or Animation (prepass) mode. In this case, setting the Use camera path option on will help to further reduce any flickering, as the GI sample positions on static geometry will not change.”

thats why i thought it might help in my case…

I hadn’t considered that, in that case it would essentially be doing an incremental add to the imap, I think though in your case with objects turning on and off it might cause issues but I guess it is uncharted territory so someone will have to try it. you’ll definitely need to work with single frame so sending it to one or several computers will not make a difference. I’d probably look at breaking it up into layers and working with the visibility in post.

Just to make sure

Ok.. sometimes I feel like when people just say “all you have to do is this”, that it’s like seeing one of those tutorials where step number nine still looks like a childs crayon artwork but then step 10 is the finished beautiful masterpiece and you are left wondering what are the 870 missing steps between step 9 and 10? :slight_smile: lol.

Ok.. let me make sure I understand this:

For a static scene with just a moving camera and not using LC for glossy rays:

1) You are just rendering a single frame (frame 0, or whatever frame the camera starts it’s movement on)

2) Check “Don’t render final image”

3) Check “Use camera path” for the irradiance map.

4) Set the irradiance map mode to “single frame”

5) Check “auto save” for the irradiance map and give it a file name and location

6) For the light cache select mode “Single frame”

7) Check on “use camera path” for the light cache

8 ) Hit render at which time the LC is rendered and the IRR map is rendered and saved, which results in just ONE single .vrmap file.

9) Turn off LC

10) Set the mode of the IRR map to “From file” and select the file you just calculated.

11) Turn off “don’t render final image”

12) Select the range of frames of the camera and set to save the files (of course)

13) Render the series of frames.

Am I missing anything or doing anything wrong?

Then is this any different if there are moving objects in the scene?

Exactly the same question in my mind. So with this feature - its like precalculations with multiframe incremental + LC flythrough?

Any answers?

Affirmation

Was the above play by play correct? Having issues and on a deadline.