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Problem with Irradiance map multiframe incremental urgent pls help....


yogeshwagh
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hi to all,

i have stucked with one problem with irradiance map calculations with multiframe incremental . I m working on the loopable animations so in my animations my 1st and last frame should be same.

when i m rendering my 1st and last frames without saving irradiance and lightcache both are coming same. but when i m saving my lightcache and irradiance maps with multiframe incremental and giving the path for both then it is giving me shadow jitters and lighting jitters.

i don't know why its happening ,..... i request you to all pls help me out in this

 

thanks in advance

 

 

 

Yogesh

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your description is a little confusing...are you network rendering?

 

Use 'Incremental Add to Current Map' for IR map and 'Fly-through' for LC and you shouldn't have any problems.

 

thanks brian

i will try this. i will describe u in brief,... see i am working on the loopable animations. so i have to match my lighting and all objects in my scene with the last frame means my 1st and last frame should be same no flickers in lighting or in shadows.

in my project i m moving a light source with my camera to match the lighting of 1st frame and last frame. so if i render with single frame irradiance map and single frame for lc then both the frames are totally matched.

but the problem comes when i am saving my lc with flythru and irradiance with multiframe incremental. if i render my 0th and last frame with these two lc and irradiance map saved for whole animation it won't match its giving flickers in shadows.

 

thanks

Yogesh

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Maybe it's just me but i still don't understand the justification for animating the lights. There's no reason why you can remove flickering GI without animating the lights. You can look at an example of a 'flickerless' (?) animation setup on the insider article 'Creating Vegetation on a Large Scale - Part 2 of 2'...in the scene file we created a looping animation (that I think is what you're trying to do) and there's no flickering GI.

 

I like that word, flickerless! I think i'll use it more :D

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Maybe it's just me but i still don't understand the justification for animating the lights. There's no reason why you can remove flickering GI without animating the lights. You can look at an example of a 'flickerless' (?) animation setup on the insider article 'Creating Vegetation on a Large Scale - Part 2 of 2'...in the scene file we created a looping animation (that I think is what you're trying to do) and there's no flickering GI.

 

I like that word, flickerless! I think i'll use it more :D

 

 

hi brian thanks for reply,

where is that article ,.. can u pls send the link

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If I understood this correctly, your light is moving? If so, you should use single frame for LC and IrrMap.

 

hi rick thanks for your reply....

i have already rendered with single frame for both lc and irr map but it gives me so many flickers in shadows. i will upload my 0th and 900th frame just see it. then only u can find my problem

please go through the attachements and give me the solution

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You can only bake lighting (use saved IR and LC maps) if ONLY your camera is moving. If your lights or geometry changes... even if your shaders change, you will have yo do through it brute force. You sort of have no choice there. In order to make it "flickerless" you will have to use high settings. A good "universal" setting can be found here:

 

http://www.chaosgroup.com/forum/phpBB2/viewtopic.php?t=14747

 

However, I have found that you can get away with somewhat lower AA settings, in 95% of the cases. 1/25 and 0.002 or so should be good, and keep your render times more reasonable.

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Well, Yogesh, there is a tiny difference between the two frames. It's tiny, but noticeable. Can you post your settings? From my experience, this kind of thing happens with low settings, either for LC or IrrMap. One thing that occured to me is that you are probably using the LC scale set to screen, which is likely to cause that effect in animations. If so, change it to world and render these 2 frames again to see what happens.

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Well, Yogesh, there is a tiny difference between the two frames. It's tiny, but noticeable. Can you post your settings? From my experience, this kind of thing happens with low settings, either for LC or IrrMap. One thing that occured to me is that you are probably using the LC scale set to screen, which is likely to cause that effect in animations. If so, change it to world and render these 2 frames again to see what happens.

 

hi rick,

thanks for replying me. my settings are as follows.....:

 

Primary :- Irradiance Map

:- high animation with 50 samples

 

Secondary :- lightcache

:- with 1000 samples and prefiltering is 600

samples size 2

world

interpolation samples 20

glossy rays checkbox is on.

 

and my light settings are

four directional lights with projection map having shadow map of size 2048.

 

Two Vray lights

intensity is 15

store with irradiance check box is off

smooth shadows on

subdiv samples are 20

 

For material settings

i m using falloff reflection for all my book maps

and sample size is 20

 

 

Thanks

Yogesh

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Can you PLEASE let us know if any objects or lights are animated in your scene. We cannot solve your issues without this specific knowledge.

 

If they ARE animated, you CAN'T use an IR map without having some issue of flicker. IR maps only really work stills or static scenes. I suggest you look at that link I sent you earlier.

 

If they ARE NOT animated, we need to have a closer look at some other possible issues. Possibly if you are using interpolated glossies.

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A screen shot would have done, hehehehe....

Let's see...

- What's your Hemispheric Subdivisions set to?

- LC sample size is in what? Centimeters? Inches? Remember, you have to set you sample size to a small value in order to get a more accurate solution and get rid of deffects (meaning flickering). Also, maybe your prefiltering settings are too high.

- Shadow Map? Why would you use that? You have VRayShadows, faster and more realistic!

- THis probably has little to nothing to do with the flickering, but why use falloff reflections on the books? Are they really that important?

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A screen shot would have done, hehehehe....

Let's see...

- What's your Hemispheric Subdivisions set to?

- LC sample size is in what? Centimeters? Inches? Remember, you have to set you sample size to a small value in order to get a more accurate solution and get rid of deffects (meaning flickering). Also, maybe your prefiltering settings are too high.

- Shadow Map? Why would you use that? You have VRayShadows, faster and more realistic!

- THis probably has little to nothing to do with the flickering, but why use falloff reflections on the books? Are they really that important?

 

hi rick

i have attached herewith my screenshots of my settings. please look at it and please give me the solution

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Can you PLEASE let us know if any objects or lights are animated in your scene. We cannot solve your issues without this specific knowledge.

 

If they ARE animated, you CAN'T use an IR map without having some issue of flicker. IR maps only really work stills or static scenes. I suggest you look at that link I sent you earlier.

 

If they ARE NOT animated, we need to have a closer look at some other possible issues. Possibly if you are using interpolated glossies.

 

hi chris thanks again for replying me so fast..

yes my two vray lights are animated with the camera. they are linked with the camera. but my objects are not moving they are static.

if i use universal settings then it takes long time to render. actually i have a deadline by tuesday so if i use the universal settings then my animation won't render within the deadline.

can you please suggest me some good settings for HDTV animations. because i have to render only HDTV Output for all of my animations. and pixel size is 1920 X 1080 .

 

 

thanks

Yogesh

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A screen shot would have done, hehehehe....

Let's see...

- What's your Hemispheric Subdivisions set to?

- LC sample size is in what? Centimeters? Inches? Remember, you have to set you sample size to a small value in order to get a more accurate solution and get rid of deffects (meaning flickering). Also, maybe your prefiltering settings are too high.

- Shadow Map? Why would you use that? You have VRayShadows, faster and more realistic!

- THis probably has little to nothing to do with the flickering, but why use falloff reflections on the books? Are they really that important?

 

hi rick,thanks for replying ...

Shadow Map? Why would you use that? You have VRayShadows, faster and more realistic! :- if i am using shadow map for four directional lights because i am using a animated projection map of the window and leaves.

 

thanks

yogesh

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You might really want to take a step back and try to make this as simple as possible. You're really shooting for some unusual things. Even if you didn't have a deadline, I would avoid animating lights or any other objects until you are VERY comfortable with the whole process, because it aint as simple as throwing in a few settings and sitting back for the results. And as Chris said, it will bring about some incredibly long render times. If you throw 1920x1080 on top of that, forget about. Why are you rendering it in HD? Is it because the client is asking for it that way...are you doing it as a type of supersampling approach to improve the quality? How are you even going to record and playback the HD animation?

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You might really want to take a step back and try to make this as simple as possible. You're really shooting for some unusual things. Even if you didn't have a deadline, I would avoid animating lights or any other objects until you are VERY comfortable with the whole process, because it aint as simple as throwing in a few settings and sitting back for the results. And as Chris said, it will bring about some incredibly long render times. If you throw 1920x1080 on top of that, forget about. Why are you rendering it in HD? Is it because the client is asking for it that way...are you doing it as a type of supersampling approach to improve the quality? How are you even going to record and playback the HD animation?

 

Hi brian ,

I am working with Digitaljuice animations Pvt. Ltd. actually we are a product based company. and all our animations are on HD only. so i have to render on that size only. and our proces is like we are rendering oure animations on 60 fps so that enduser can use it on either 30 fps or 60 fps. and we composite our sequence in AFx with Field render.

please visit this link www.digitaljuice.com

 

 

Thanks

Yogesh

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Yogesh,

I took a quick look at your settings. First, you're set to a fly-thru animation and you have moving lights. Remember what Chris said: if you have anything other than a camera moving (even an animated shader) you'll have to go brute force. Period. That means you'll need an awfully long time to render everything, and using HD definition you're on to a long, long, loooooooong wait.

Piece of advice: avoid moving things as much as you can. Even the simplest animation will take ages to render with moving stuff, so try to avoid it. But, as your job requires it, I'd say you'll need to change your settings to single frame (as already spotted) and try to use a renderfarm. Believe me, you'll need it.

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Three things...

 

When doing a HD animation, you should always plan on at least an hour a frame for renders. So always plan ahead. That is critical.

 

Next... you can NOT animate the lights (as everyone else is telling you), at which point you can bake the IR and LC maps

 

Or you can suck it up and use the Universal settings, as I suggested, with the slightly lower settings of min 1 max or 25 and clr thresh of 0.002

 

Other than that... you have no other choices.

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Yogesh,

I took a quick look at your settings. First, you're set to a fly-thru animation and you have moving lights. Remember what Chris said: if you have anything other than a camera moving (even an animated shader) you'll have to go brute force. Period. That means you'll need an awfully long time to render everything, and using HD definition you're on to a long, long, loooooooong wait.

Piece of advice: avoid moving things as much as you can. Even the simplest animation will take ages to render with moving stuff, so try to avoid it. But, as your job requires it, I'd say you'll need to change your settings to single frame (as already spotted) and try to use a renderfarm. Believe me, you'll need it.

 

 

hi rick,

thanks for your valuable support and suggestions to me,... now i have launched my renders with single single frame only. because my deadline is there within this weekend.

thanks again

 

Thanks

 

Yogesh

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Three things...

 

When doing a HD animation, you should always plan on at least an hour a frame for renders. So always plan ahead. That is critical.

 

Next... you can NOT animate the lights (as everyone else is telling you), at which point you can bake the IR and LC maps

 

Or you can suck it up and use the Universal settings, as I suggested, with the slightly lower settings of min 1 max or 25 and clr thresh of 0.002

 

Other than that... you have no other choices.

 

hi chris,

thanks for supporting me with your valuable suggestions. i have launched my renders with single single frames because my deadline is there within this weekend. hope it will be going good ...

 

thanks again

 

Thanks

Yogesh

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  • 6 months later...

I understand what is happening...... when you use "incremental" it means that vray is based in last frame calculated to aproximate the next one, and obviously after your first an last frame is not the same frame.... so, when you use incremental add or multiframe incremental, the two frames are not equaly calculated there must be a solution in vray but not discovered yet for me...

 

I would try some video compositing, render the first 30 or 60 frames (depending on your animation length) and the last 30 or 60 frames in single frame mode, and edit these portions of video with the flikering video using transparency or dissolve effect...

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