a customer wants me to make a 3D cam flight through a factory hall. There will be several machine components which are in action. Now I wonder which render method would be best for this task.
Normally I use IrradianceMap & LightCache. But there will be some filigree parts shown in the animation. Those parts tend to flicker.
So I thought about a Bruteforce & LightCache combination. This causes more grain and way longer rendering times of course. But I think this might be best. What do you think?
The animation will be rendered via network rendering.
I use a vray dome light and 1 spot for lightning.
BruteForce / LC = 12:30 min
IrradMap/BruteForce = 3:19 min (IrradMap @ “Medium - animation” Preset)
The Irrad/BF combination looks indeed very good. Especially very fast!!!
But I am not sure about fine details. I always thought that the IrradianceMap method is not a good choice when it comes to filigree objects. Or did I mix something up?
It’s not great at it, but it’s better than light cache - the brute force will sort your details out.
Have you got moving objects in your scene? Just pre-calculate the irradiance map if not.
That way, you can put the irradiance map up to ‘high’, render every 30th frame of it and get a very sharp result, in probably less time.
There are lots of moving objects!!! The cam is flying next to a machine where you see all those moving parts (wheels, chains, pistoms, etc.). And The customer’s end product which will be formed and moved forward in that machine.
But if IrradianceMap (with preset “high”) in conjunction with BruteForce is also fine for animation I will choose that setup! It’s way faster than BF/LC!!!
Thats what ive reverted to recently (not had great rendertimes with the new animation mode) - do a couple of 5 frame tests first though, playing with your 2 number controls for the irradiance map - some settings might give you mild swimming over your bounced light. 60/40 is what I tend to start on, then adjust from there.
(I cant remember what theyre called, hspsubdivs/etc)