View Full Version : animating with GI
sketchbook 09-26-2007, 10:48 PM i know this is a major c4d issue, and it's been raised here before, but i have never been able to get this working.
i am needing to render a small sequence of a facade which was all setup in using GI. if i use a single machine can i get away with a bloch free animation? i have tried before and it did not work.
any suggestions?
thanks!
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Per-Anders
09-26-2007, 10:58 PM
Blotchyness is down to the quality and settings of the GI itself, you can just raise the quality or use stochastic gi to get blotch free renders. If you're after flicker free then you should make use of the camera gi mode (or again use stochastic gi).
ChrisCousins
09-26-2007, 11:01 PM
Hi sketch - is anything moving apart from the camera? If not, bake it! It's a hassle but atleast then you're sure what you're getting.
Or you could buy vray ;)
We used VIZ for about 12 months, some years back. I recall it being able to "solve" a GI scene once and then quickly render as many different camera views as you want as long as your light sources or objects didn't move at all. Was this a form of "baking"?
I assume that C4D only way of doing the same thing is by baking?
Thanks,
Mike
sketchbook
09-27-2007, 03:10 AM
thanks guys
i have vray already, but don't have the time to relight and retexture the entire scene.
as for blotchyness, you are correct per, i am worried about flickering. not blotchyness.
i don't have anything moving around in the scene but the camera. i will maybe look into baking. never tried it before.
thanks all!
rsquires
09-27-2007, 04:53 AM
Hi sketchbook
I don't know the scene but wouldn't you be better off spending time retexturing and rendering with vray. It does superb GI flicker free
regards
rich
sketchbook
09-27-2007, 05:43 AM
yes, it's still a good option on the table!
Maybe this will help
http://www.c4dcafe.com/ipb/index.php?showtopic=26309&hl=
kromekat
09-27-2007, 08:33 AM
thanks guys
i have vray already, but don't have the time to relight and retexture the entire scene.
as for blotchyness, you are correct per, i am worried about flickering. not blotchyness.
i don't have anything moving around in the scene but the camera. i will maybe look into baking. never tried it before.
thanks all!
Joe,
I'd have said that the relatively short time it takes to tweak the converted mats in VRay, along with light adjustments etc, would still be a considerably quicker, more predictable solution than doing the render with AR!?
Adam :)
nutriman
09-27-2007, 03:16 PM
Also make use of scene Motion Blur to reduce flickering (good thing is
you don't need AA if you use SMB)
sketchbook
09-27-2007, 05:59 PM
Maybe this will help
http://www.c4dcafe.com/ipb/index.php?showtopic=26309&hl=
hmm. this method may work, but the example movie is so lame it's not very compelling :)
i just rendered a test on one machine and it worked very well with just pretty basic GI settings. flickering in some areas for sure, but not nearly as bad as i had expected.
thanks for your help.
nanopill
09-29-2007, 10:42 AM
...I have tried many times rendering animations with GI, but the only way to get results without flickering is to set the accuracy up to 100% which results in very long rendertimes. To avoid too long rendertimes you perhaps should have a look at your materials. Within every material that does not directly influence the GI you should uncheck the "generate GI" within the illumination settings (e.g. for glas material). You should even play around with the count of samples and the minimal and maximal resolution.
The better way to do this is perhaps really using vray.
Hope that helps you,
nano
thanks guys
i have vray already, but don't have the time to relight and retexture the entire scene.
as for blotchyness, you are correct per, i am worried about flickering. not blotchyness.
i don't have anything moving around in the scene but the camera. i will maybe look into baking. never tried it before.
thanks all!
get Final render, you can use your scene, the light and materials....
ciao jan
Scott Ayers
09-30-2007, 02:01 AM
hmm. this method may work, but the example movie is so lame it's not very compelling :)
i just rendered a test on one machine and it worked very well with just pretty basic GI settings. flickering in some areas for sure, but not nearly as bad as i had expected.
thanks for your help.
I'm glad I could help you. But........
I'm on a slow dial up connection so I couldn't upload anything too big.
I almost had to resort to using a .GIF animation.
But I figured I only needed a simple figure moving on a white floor to get the point across.
So what exactly is so lame about my example?
Was I supposed to create an animated short just to teach you what GI settings to use?
Please enlighten me oh great one.
-ScottA
sketchbook
10-01-2007, 03:19 AM
no offense meant scott
i don't have a need or any knowledge of the shadow beneath a walking character and how GI samples has anything to do with that. i do architectural work, so the example just didn't show me much of anything. and as you said, the size and quality and such were extremely low. sounds like the render time would be another killer potentially as well.
just didn't "sell" me. not to say it won't work.
thanks for sharing your workaround.
sketchbook
10-01-2007, 03:22 AM
get Final render, you can use your scene, the light and materials....
ciao jan
that sounds like a good plan actually.
how is final renders memory management? i get OOM errors just rendering stills of the space, let alone a full animation.
i am also on a mac, although i do own a studio bundle for PC.
Scott Ayers
10-01-2007, 03:20 PM
i don't have a need or any knowledge of the shadow beneath a walking character and how GI samples has anything to do with that. i do architectural work, so the example just didn't show me much of anything.
Whether it's a character walking around. Or a camera flying through a building.The answer is the same.
You'll need to use at least 50+ samples in the Min. resolution setting to remove the flickering.
And then increase the Stochastic setting until the blotchiness on flat surfaces goes away.
All of these settings work together as a team.
The quality settings will also help. But once you set it over 70%. The renders will slow down significantly, compared to adding more min. samples.
Using more samples and a lower quality setting results in the fastest render times. With no flickering.
Using this method. The render times will be roughly twice the times of FR. As opposed to ten times slower using the quality setting.
It's a little slow compared to other engines. But it is possible to do it with AR if that's all you have.
FinalRender is ok. It's getting better with every update.
But I think you'll be unhappy with the way it handles memory, and slows the scenes real time interactivity down.
I'm guessing that you'd probably like Vray better.
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