emack
06-06-2003, 04:55 AM
I found a couple of tutorials in the links that mentioned rendering separate walls in a room and using camera mapping to create a constant illumination source. This was done to prevent flickering of GI solutions in animation.
This ends up being quite a bit of work for any sort of complex interior. Are there plans for a 'photon solution storage' system that would avoid this? It would work fine for stationary light sources and moving cameras, which is how most architectural walkthroughs are set up.
There is a feature called tBaker for specifically this problem on the FinalRender web site. This is for 3ds max, I believe; I'm just curious when/if this will make it into Cinema4D.
Thanks,
Eliot
This ends up being quite a bit of work for any sort of complex interior. Are there plans for a 'photon solution storage' system that would avoid this? It would work fine for stationary light sources and moving cameras, which is how most architectural walkthroughs are set up.
There is a feature called tBaker for specifically this problem on the FinalRender web site. This is for 3ds max, I believe; I'm just curious when/if this will make it into Cinema4D.
Thanks,
Eliot
