Walk-through animation tutorial

Hi guys,

We have added a tutorial on doing a walk-through animation in the help index:

Note: There may be problems downloading the linked files (scenes/animations); it should work if you right-click and choose “Save as…” and then remove the .htm extension.

Best regards,
Vlado

vlado

the avi was very nice and smooth. did you render out to consecutive images and then compile the avi or was it straight out to avi?

also would it be possible to save the file out as a 3ds? my company hasn’t coughed up to go to max 7 yet :frowning:

interesting and very informative tutorial. One question though: why did you choose multiframe incremental over incremental add to current map? What is the difference between the two that would cause you to choose one over the other? I ask because Ive never used multiframe incremental and have always used the Incremental add to current map.

Thank you once again - that’s fantastic! I really looking forward to reading it. :smile:

Hi,

Thanks Vlado! Just what I was wishing for in the Tutorial section. This is great! The only thing is, I’m not able to get the .avi from the Walk-through tutorial page.

Thanks again,

rpc212

read his post about downloading the avis and such.

Thanks. I think I will be using this soon!

Hi,

Sorry my bad. All is good. :sweat_smile: I find it hard to read my native language!
:wink:

Thanks,

rpc212

The animation was first rendered out to .png images, and then compiled into an .avi. That way, you won’t lose all rendered frames if something goes wrong in the middle of the rendering… and also you can play with the compression settings later.

also would it be possible to save the file out as a 3ds? my company hasn’t coughed up to go to max 7 yet :(Yes, I’ll try to convert it.

What is the difference between the two that would cause you to choose one over the other?The only difference is that the “Multiframe incremental” mode will delete the map in memory at the start of the rendering. With the “Incremental add” mode, the current map is not deleted.

Best regards,
Vlado

cheers vlado for the info. I’ve used rendering out the images before with good results

thank’s Vlado for the nfo.
I will also use it soon.

Thanks for the tutorial vlado!

One question regaurding this quote:

“Note that the irradiance map cannot be calculated through backburner. It must be calculated on a single machine. This is because we will use the Multiframe incremental Mode for the irradiance map.”

I use backburner to calculate the irMap in multi-frame incremental mode all the time. 2 computers calculate and save the ir map as the build it, it seems to work flawlessly. Am I right about that or no? Am I missing something?

-Z

Ah. Well, there are tricks of course… but the workflow becomes somewhat more complicated. You can use the backburner for different parts of the walk-through quite successfully.

Best regards,
Vlado

cool, that’s what I thought. Thanks again for that tut, I finally understand how to use the light cache correctly with animations now. I think the best part of these tutorials is the workflow process on creating a good lighting solution, especially the tips on how to verify it by looking at the samples.

good job!

-Z

Great tutorial, just did it, works flawlessly, though some artifacts are still there, what setting do you use for irradiance map, i used medium-preset just for testing the thing, did u use very high or custom ?
thanks a lot

edited : oki, sortedi t out, not high enough irr settings, working flawlessly now :slight_smile:

Vlado, I think that you could make a new tutorial about a animation with moved object.
It will be very very useful to have a good workflow about it.
This is the only thing that missing in.
regards

Yes, we are working on it.

Best regards,
Vlado

and glossy reflections :wink:

Vlado says:"We are not using glossy reflections in this scene, but if you are using them and not using the Use light cache for glossy rays option at the same time, then you can set the Secondary GI engine to None for the final animation. This is because you won’t need the light cache and turning it off will save memory. "

What do you mean?
I must make an animation with a spray which you can see in the image upload, and I have many glossy reflect and refract, if I follow your tut how can I make my final setup:
With lightcache for second bounce and “use lightcache for glossy” or without lightcache and none for the second bounce?
Does use lightcache for glossy and irmap in first bounce work fine?
Regards

Yes, exactly. But to avoid this confusion, always leave the light cache on.

Does use lightcache for glossy and irmap in first bounce work fine?
RegardsYep, it works fine.

Best regards,
Vlado