Kinematics
07-01-2010, 03:24 AM
Hey guys,
*a brief run through of the scenario - Lets say I have a huge scene with trees, roads/grass fields & buildings and I need to render it all with no flickering and am using Global Illumination. The animation sequence will potentially be 4500 frames long
Previously, with Mental Ray, i'd do a Final Gather Point cache prior to rendering. It really solved my flickering issues and didn't take TOooo long. Like a day and a half. After which, I could easily just put the trees, buildings and grass fields on separate layers and render. Computer seemed to *remember* all the objects that were there and did the appropriate GI render.
Now with Vray, I used this tutorial which is the LightCache saving of the map followed by irradiance map. This generally works and have given me great results in fighting flickering .Tutorial (http://www.spot3d.com/vray/help/150SP1/tutorials_imap2.htm)
Currently the Light Cache is fast and light to create. That seems to render pretty alright but the irradiance map takes foreverrrrrr and I am wondering if I were to break up the layers later, will it function similar to the point cache system in Mental Ray. It seems to *actually* be rendering which takes forever, no final image but the prepass 4 of 4 is damned slow. Seriously have you guys done this before? Is there a way to speed it up?
Thanks - Maya2010 and Vray 1.5
I hope Vlado sees this =) pretty please Vlado. Oh chaosgroup, I've emailed you the question
*a brief run through of the scenario - Lets say I have a huge scene with trees, roads/grass fields & buildings and I need to render it all with no flickering and am using Global Illumination. The animation sequence will potentially be 4500 frames long
Previously, with Mental Ray, i'd do a Final Gather Point cache prior to rendering. It really solved my flickering issues and didn't take TOooo long. Like a day and a half. After which, I could easily just put the trees, buildings and grass fields on separate layers and render. Computer seemed to *remember* all the objects that were there and did the appropriate GI render.
Now with Vray, I used this tutorial which is the LightCache saving of the map followed by irradiance map. This generally works and have given me great results in fighting flickering .Tutorial (http://www.spot3d.com/vray/help/150SP1/tutorials_imap2.htm)
Currently the Light Cache is fast and light to create. That seems to render pretty alright but the irradiance map takes foreverrrrrr and I am wondering if I were to break up the layers later, will it function similar to the point cache system in Mental Ray. It seems to *actually* be rendering which takes forever, no final image but the prepass 4 of 4 is damned slow. Seriously have you guys done this before? Is there a way to speed it up?
Thanks - Maya2010 and Vray 1.5
I hope Vlado sees this =) pretty please Vlado. Oh chaosgroup, I've emailed you the question
