cavemen, ip maps do not need rebuild.
you’ll shot only a first frame ip map. all the other frames will work with that. if you take a look at the first post animation I upped, I did calculated an ip map only for the first frame.
how to do that ?!
set the camera to ‘see’ a comprehensive view of your scene.
set trace depth high enough so that importons will bounce around covering all the places not directly seen in the camera view. for example, in the FuriousD scene, if importons depth is high enough also parts of rear of the sofa will be in the map because of the bouncing of importons, the same goes for the kitchen work bench for the part we don’t see directly.
FuriousD, once you set the ‘emitted’ param, the ‘density’ will not be engaged. that means you’re only shooting 10000 importons. that’s a bit ‘not enough’. try to put the ‘emitted’ to ‘zero’ and start with ‘density’ like 0.2 and gently go up. you can check how many importons are shot after the first importons pass. once you have a good density(ie. no splotches) you can play with a fixed importon emission by specifing direcly the number of importons to be emitted.
max