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Day to night animation


zeme
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Want to say big hi to this community as this is my first post here. :)

 

Got a problem with interior animation. Basicaly its a classical camera fly through it with changing lighting conditions.

It starts with day (no interior lights, only 2 big sun-like lights, and few vray lights, which ''fill'' the flat with light.

Then it nicely turns darker, interior lights turns on and so on.

 

The problem is flickering when the lights turn on and the rollo type curtain falls down. Basicaly it happens when the lighting conditions changes. When the lighting is constant, everything is ok.

 

I am using Irr map and Lightcache.

 

irrmapim9.jpg

 

lcbs8.jpg

 

 

Ok, these are really test settings, i am now working on, so those 200 sund for LC are temporary. It was higher when the flickering was.

Any help is really apreciated.

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If you are using an irradience map, are you saving it out as multiple incremental? If so, the solution is averaging the calculation between the frame preset. So, if you are calculating the Irr map every ten frames, it will generate an approximation for the 9 frames in-between. This means you cannot animate any objects within the scene, only the camera. If the curtains are animated, this may cause problems. Oh, I use vray 1.46, so if your version is later, this may have changed.

Good luck.

Tom.

 

[edit] In fact, having re-read your post, Im certain this is the cause. Try re-rendering the segment when the curtains are animated but re-calculate the irradiance map every frame. It may be a little noisier though....

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Interesting. You're settings are kind of strange, but I don't think that's the problem. I think the poster above is correct.

 

Animation of other objects in the scene will definately cause problems.

 

I would setup my calculations to cover every frame of the animated part.

 

For example... frame 0,20,40,60,80-125,145,165 ect

 

So that you have your normal nth frame numbers that work... then just make sure you include every frame that contains animated objects.

 

I have NO idea if this will work but it's what I would try. Hopefully someone else chimes in.

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Hey thanks guys. :)

 

Yeah, it seams that it was the source of the problem. One of the problematic shots is rendering correctly now (its rendering as i type this).

 

But it still bugs me, why did the light flicker even in the area where there was no animation. The only change was the lighting change (from day to night, artificial lighting turns on ect).

Hope it will be ok there too.

 

Anyway, thanks guys. :)

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Guest nazcaLine

hi.

i see your interpolation samples and hemisphere subdivisions are set to 100.

why??? that's killer, i think it's way too much. 40-20 would be enough for me...when you increase hemisphere subdivisions,you must decrease interpolation samples, because you need less interpolation since your hemisphere subdv are high (the rays are closer together) and that's the cause in many cases of noise, because the program tries to put 100 interpolations in a small space between rays (the hemisphere subdv).unless you put those settings for something in particular. if that's the case, sorry...(and please explain);)

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Ok, its still happening.

 

We render it with ordinary settings. Every frame has its own Irradiance and Lightcache map. Nothing is precalculated.

 

But it is still flickering. Its just ordinary animation, nothing fancy, but it still does that even if we render it frame by frame.

 

Ok, another thing, what should i use as Irradiance and Lighcache modes?

Curently it is Multiframe Incremental for Irr. map and Fly-through for LC.

 

And setting 40-20 didn't change anything.

The most stupid thing is that everything is almost rendered, only 2 more areas are left to fix.

We may actually correct each of those fram es in PS. :D

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