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redhafauzi

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  1. Can IR be calculated in reverse frame? like, instead of going from frame 0 to 10, we go from 10 - 0. This question came across my mind when i'm doing a sequence of a camera dolly in, so it become closer to an object in the scene. If I set the IR as incremental add to current map, and start the calculation from frame 0, that means every time the camera gets closer to an object, the object's surface got bigger (according to screen size) then new samples have to be calculated. Instead, if I can reverse the frame starting from the point where its closer to the object, it will start to calculate more samples, and as it gets further away, there's no need to do any new samples unless if there's any object unseen from closer angle. This sort of uncertain 'theory' can help in reducing the pre-pass time, i guess. correct me if i'm wrong.
  2. Thanx Francisco Penaloza, I'm reading it right now =) *the haze in Kuala Lumpur this morning is like shallow z-depth, glad it's raining.
  3. Owh yah, I for got to inform. Subdivision values for all materials and lightings are set to default. reflection depth are within 3 - 5 depending on each material. These are settings i get from chaos group's own BF Universal Setup.
  4. Hi I did an animation test to study brute force. There's a slight flickering occurred at the bottom of one of the white pots circled in the image below. Here's the render setting Here's the summary AA - Adaptive DMC (Area - size 1.5) Min - 1 Max - 100 GI Primary - Brute Force, Subdv 64 2ndary - Light Cache, Subdv 2000, Sample Size 0.02 DMC Sampler Noise Threshold: 0.002, Adaptive amount 1.0, Time dependant Rendered at 1920x1080 Here's the image sequence. Try and download the images into your local hard disc and play the animation to see the flickering. Is the render time too long for an animation? the ceiling is set to glossy reflection with ward material. For the purpose of the test, every single object in this image is glossy with blurred reflection. Thank you
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