landrvr1 Posted August 28, 2007 Share Posted August 28, 2007 What am I talking about? Brute Force. I've been using VRay consistently for about 9 months or so, and create all of my animations and renderings using IR for primary and LC for secondary. Whenever I've sent a seen with just a moving camera, I calculate my maps using every 5th frame. When I've got moving objects, I always send the file to the farm and let every frame calculate individually. I've always thought this last method - with moving objects - was called 'Brute Force'. I find out today that my definition is wrong, lol. Now I understand Brute Force to be QMC as primary - and still letting every frame calculate on it's own? Well, color me stupid. In fact, I'm STILL not exactly sure what Brute Force really means.... I've read at least 2 posts in which people say that scenes with moving objects created using IR/LC, with each frame calculated separately, is not possible. Flickering and shadow weirdness will plague the scene. Not so in my experience. In fact, I've had flawless results with the IR/LC method. Every experiment I've made with QMC reveals unreasonable rendertimes with my workflow. I've been cruising along, happily ignorant, but without dire results. Link to comment Share on other sites More sharing options...
Ricardo Eloy Posted August 28, 2007 Share Posted August 28, 2007 When they say brute force is the way to go with moving objects, it's because there's no interpolation involved, so the calculation should be flawless every frame. From my experience, it is possible to get pretty good results with interpolated methods, but there's always a chance you'll see some flickering or weird shadows. It's something like "QMC is 100% safe, although very slow; still, you can use other methods, but don't say we didn't warn you". Link to comment Share on other sites More sharing options...
chuck Posted August 28, 2007 Share Posted August 28, 2007 IR= Smart guy that figures out the problem then solves it efficiently. IR adds samples where it needs to- around complex geometry. I'm sure you've noticed that IR calcs move much faster along flat planes when compared to a detailed tree, etc. QMC= dumb jock, brute force and slow. Great results though. QMC tries to determine the prefect solution for each pixel. QMC reminds me of Maxwell... it's so specific so it takes forever. The IR flickering etc depends on the scene and settings. If you're rendering a white moving box that hovers a quarter inch from a white plane with low settings you'll see a lot of issues. If your scene has a lot of textures and the settings are good you should be okay. Have you seen this tutorial? http://vray.us/vray_tutorials/vray_animation_moving_objects.shtml Chuck Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now