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View Full Version : heavily animated scenes with FG


Arcon
06-18-2008, 10:09 PM
i need to know if there's any workable solution for avoiding flicker with FG for a scene which is almost totally animated (lol, its basically several buildings which form together out of hundreds of seperate pieces). i have to use physicalSun for this shot 'cause its giving the natural style we want...

if the FG rebuilds every frame it just looks terrible even with 1000 accuracy & 1.0 point density. i thought using a low FG falloff Stop would allow me to limit some of the flicker from moving objects but i think this also affects the physicalSun, it just seems to washout the whole render.

i tried rendering with a frozen map that was rebuilt every 10 frames and while it helps the flicker it looks stupid, 'cause obviously the moving objects freeze their radiosity into the map and leave it there throughout the animation lol.

normally our architectural animations don't have a lot of moving objects (most are comped in), so don't have to worry much about this... we use 8.5, 64-bit.

Bitter
06-18-2008, 11:20 PM
How complex are the buildings? You may need to reverse your idea, more point density, less accuracy, especially if the lighting isn't very complex.

Arcon
06-19-2008, 12:33 AM
hey thanks for the reply - they are pretty complex but mainly because they're made of of heaps of seperate bits lol, i will try it out with less accuracy and more point density. would 2.0 point density be enough...?

what about point interpolation - that controls smoothness doesn't it...? default is 10 but if i made it 200 or something...? i'll give it a go :)

EDIT: forgot to add i'm using min/max radius as the normal method, but i'm still not sure if that "Optimize for Animations" feature in 8.5 does anything useful...

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06-19-2008, 12:33 AM
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