ravi_chawda1981 Posted June 25, 2008 Share Posted June 25, 2008 Hi everybody! I m facing a problem in walkthrough. This is only a camera animation. I m using irradiance+QMC as Prmry and secndry GI engines resply. my problem is i m unable to load the Irrdnce map! I first render the image using 'single frame' option in Irridance map, then i again select 'the incremental add to map' option and save the irridance map and then again i select the 'from file' option and mention the path where i save the image! The time taken by a image is around 15 minutes Please tell me wht i m doing wrong! I m uploading a part of image! please help me out! Link to comment Share on other sites More sharing options...
Craig Ramsay Posted June 25, 2008 Share Posted June 25, 2008 What size is the actual irradiance map file? Link to comment Share on other sites More sharing options...
ravi_chawda1981 Posted June 25, 2008 Author Share Posted June 25, 2008 What size is the actual irradiance map file? its 1.2 MB! Link to comment Share on other sites More sharing options...
kippu Posted June 25, 2008 Share Posted June 25, 2008 at what point during that process you are not able to load the irrmap? Link to comment Share on other sites More sharing options...
ravi_chawda1981 Posted June 25, 2008 Author Share Posted June 25, 2008 at what point during that process you are not able to load the irrmap? i dont know how to calculate the map? i ve refer many tutorials but unable to do so:( pls describe! Link to comment Share on other sites More sharing options...
jameson101 Posted June 27, 2008 Share Posted June 27, 2008 I found some help for you from the net, I hope this helps Calculating the irradiance map Compared to the light cache, the irradiance map may take significantly more time to calculate. This is because the light cache provides a very crude and undetailed lighting solution. The irradiance map, on the other hand, takes care of the small GI shadows in the scene. Note that the irradiance map cannot be calculated through backburner. It must be calculated on a single machine. This is because we will use the Multiframe incremental Mode for the irradiance map. 2.1. Set the primary engine to Irradiance map. 2.2. Set the irradiance map Mode to Multiframe incremental. 2.3. Check the Show calc. phase checkbox. Since the camera moves quite slowly, there is no need to render every single frame of the animation at this stage. We can get an adequate irradiance map by rendering every 10-th frame, for example. If the camera moves faster, we will need to render more frames, for example every 5th frame. 2.4. Set 3dsmax to render every 5-th frame from the Common tab of the Render scene dialog. 2.5. Turn on the Don't render final image option in the Global switches rollout, since we are not rendering the final animation yet and we don't need the final frames. 2.6. Render the entire sequence. 2.7. Save the irradiance map to file, for example, irmap.vrmap. 2.8. Set the irradiance map Mode to From File with the saved file. Now we have one irradiance map for entire animation sequence. We can render a few frames to make sure everything is ok. 2.9. Turn off the Don't render final image option. 2.10. Render animation: Link to comment Share on other sites More sharing options...
ravi_chawda1981 Posted June 27, 2008 Author Share Posted June 27, 2008 Ohh! thnk u very much Sir! i was so confused, u solved my total problem in very easy manner! i ve done as u said, --saved the irraidance map in multiframe incremental mode --saved the Light cache map in fly thru mode --then i give the path and render accordingly and it works! thnx i ve a some questions; >>> as u said irraidance map consumes too many time, can i used light cache as primary and secondary engine ? >>>if so will it take less time without affecting too much quality >>> if i m using LC as Prmry and scndry engine will there be two Light cache map??? help me out, Ravi Link to comment Share on other sites More sharing options...
jameson101 Posted June 30, 2008 Share Posted June 30, 2008 I would not recommened using light cache for both engines for the final render. You only use light cache for both engines when you are calculating the Light Cache Map to save. Personally I have found that Irradiance Map for primary and Light cache for secondary bounces create awsome results. Link to comment Share on other sites More sharing options...
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