I’m currently working on an animation of an architectural scene. When I set the irradience map to “medium or high - animation” I get glowing edges. Now I did a search and I realised its blurring my GI, so I checked the box “check sample visibility”. This still doesn’t fix it, the only thing in my scene thats animated is the camera.
Can i use non-animated irradiance map settings?
Thanks for your help, I need to set this away tonight.
As I understand it, the animation presets are optimized for animations with moving objects, and blur GI helps reduce flickering in those scenes.
But in architectural animations where only the camera is moving and all geometry is still, you don’t do this. Use the same settings you would for a still image, but first do an lighting pass, like every 10th frame, using multi-frame incremental. Then do your animation pass. This will “bake” the lighting solution and noise so that it doesn’t flicker or crawl in the animation. Chris Nichol’s exteriors DVD covers this stuff in depth.
Blurring can get you over having low samples by averaging the samples to give a smoother result which can hide artifacting. The problem as you’re noticing is that if you need sharp details, the blurring destroys this and gives you the leaking effects at the corners there. I can;t see too many places that you’d use blur GI overall.
Some tips and tricks I learnt with doing architectural animations.
1.) Dont use sharpening filters like mitchell
2.) Adaptive subdivision seems to be better for archictectural too, seems to deal with sharp edges better
3.) Finally if anyone is doing an architectural animation in vray, allow yourself lots of extra time for testing. I think its easy to forget how much more time needs to go into preparing for an animated scene. Much more settings to tweek
if you use detailed textures, QMC instead of adaptive AA handles flickering better, and it’s much faster with displacement.
noise treshold has to be reduced to 0.001 - 0.003.
quadratic AA filter is good.