View Full Version : GI Object Anim
elmyrdehory 01-03-2007, 03:41 PM The C4D Manual explains that the new Object Animation mode in GI solves the problem of flickering that was prevalent with the Camera Animation setting of old.
Is it just me - or, actually, no it doesn't...?
I've tried variations on practically all the settings, accuracy/samples at ridiculously high levels, and still I get unusable flickering with all the scenes I've tried. After two days of this I'm lost.
Is there any intelligible method of producing flicker-free animations using GI without baking?
Thanks
E
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Kokosing
01-03-2007, 05:19 PM
Is there any intelligible method of producing flicker-free animations using GI without baking?
Thanks
E
I'm no expert at GI, but in my experience (and what I've learned here) the object animation mode does little to limit flickering and can also introduce a problem with render times increasing exponentially after a few frames.
Both these issues were debated in threads in the rendering sub-forum.
If your animation is mostly camera movement, and only a little object animation, then baking the GI into textures is a good way to go.
Otherwise you might try using area lights (R9.6 or later) to smooth out your GI lighting.
Both these techniques are explained clearly in the 3D Fluff Rendering DVD.
Good luck,
Will
Simon Wicker
01-04-2007, 11:27 AM
you are getting the settings mixed up. if you have an animated CAMERA you use the CAMERA ANIMATION method for the GI settings. this accumulates samples so can slow down with very complex scenes that run for hundreds of frames (apparently, as it bothers some people and doesn't bother others).
if you have a scene with animated geometry (i.e. a pile of falling bricks) then you should use the OBJECT ANIMATION method for the GI settings (as you have animated objects not an animated camera). object gi mode sticks the samples to the geometry of the scene so they travel with the objects as they animate.
however as you have noticed object gi mode doesn't work (odd flickering, etc). this has been reported to maxon when this was first introduced (version 7.303 i think) but they obviously don't see anything wrong with it or it would have been fixed by now.
cheers, simon w.
elmyrdehory
01-12-2007, 09:39 AM
Thanks Simon. You're right, I am confused. My scene has both object and camera animation. Which setting should I use Object or camera animation?
Simon Wicker
01-12-2007, 12:29 PM
if you are animating both your camera and objects within the scene then the only way to get this working with the standard gi is to crank up the min max and sample levels so that you get a very accurate solution to the illumination (i.e. no flickering). this will lead to huge render times.
a better solution would be to use stochastic mode gi (which is always perfect but noisy without high samples). i posted a tip a few weeks ago about using stochastic mode at low levels using scene motion blur to create better gi. have a look for it and test it out. maybe it might help?
cheers, simon w.
ebelanger
01-14-2007, 08:17 PM
Hi there :)
I had the same problem and I really wanted to use a sphere for a project and discovered (I'm sure I'm not the first one) that by using a .TIFF format instead of the .TGA in 32 bit mode I get NO flicker whatsoever in my scene using GI per object base (using GI for a whole scene is rarely needed). Give it a try :)
If you need to do some post on it you can use After FX 7.0 in 32 bit mode for a maximum of flexibility.
Hope this help you :)
Cheers!
Scott Ayers
01-21-2007, 07:38 PM
^I tried this trick and sadly it didn't work for me. The GI still flickers badly.:sad:
I hope Maxon fixes this problem or there is an alternative rendering engine developed for C4D. I love the still images the AR produces. But I can't use the same GI option for animations in it's current state.
So All I can create is cartoons with standard lighting.
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