Peter M. Gruhn Posted July 5, 2008 Share Posted July 5, 2008 Today I figured out that the FG map is view dependant. It seems to me that it isn't THAT view dependant. Can I make it gather every, say, three frames like reflection maps? Other than by hand? Link to comment Share on other sites More sharing options...
SandmanNinja Posted July 6, 2008 Share Posted July 6, 2008 Hmm... I was told/taught that once the FG Map is calculated and saved, as long as the lighting and geometry didn't change (i.e. you can move the camera, change textures, etc), you can re-use the FGM. I've done test renders and test animations moving the camera around. It wasn't an overly complicated scene, but it's surely a time-saver (especially if you're using multiple bounces in FG). Link to comment Share on other sites More sharing options...
Justin Hunt Posted July 6, 2008 Share Posted July 6, 2008 FG is view dependant, however has the ability to interpolate between frames. In other words it is possible (and recommended) to calculate FG for every nth frame of an animation. The frames that were not calculated are interpolated or avaeraged from the frames that were calculated. Things to consider. Length of the animation motion of the camera path geometry complexity moving geometry Used in combination with photons it is possible to use very few samples and frames. jhv Link to comment Share on other sites More sharing options...
SandmanNinja Posted July 6, 2008 Share Posted July 6, 2008 OOhh... That really makes sense. The lighting would have to change as the viewer's angle changed. Thanks for clarifying this, Justin. Link to comment Share on other sites More sharing options...
Justin Hunt Posted July 6, 2008 Share Posted July 6, 2008 other things to consider, If a fg sample exists then it will be skipped when further FG samples are calculated, such as if you are doing a solar study and the camera is static, then FG will only be saved for the first frame and skiped for the rest. Solution, move the camera Sometimes if you calculate too many frames you can run into problems running out of memeory when reloading the solution. 64bit doesn't have this issue To save time and memory, us Photons and FG. Photons are not view dependant so only need to be calculated once. You only need the FG to "clean up" the photon solution so only the first bounce of FG is used so leave it a 0 bounce. Also very low FG settings work better. jhv Link to comment Share on other sites More sharing options...
Adrian Bold Posted July 7, 2008 Share Posted July 7, 2008 other things to consider, To save time and memory, us Photons and FG. Photons are not view dependant so only need to be calculated once. You only need the FG to "clean up" the photon solution... jhv Good call. Link to comment Share on other sites More sharing options...
Peter M. Gruhn Posted July 7, 2008 Author Share Posted July 7, 2008 > To save time and memory, us Photons and FG. Soon as I get my Photons questions worked out and probably sample images up. So far my experience with the photons has been "would be nice, too bad they suck." That strikes me as "gruhn must be doing something wrong." More later. Thanks for all the insights, y'all. Link to comment Share on other sites More sharing options...
Justin Hunt Posted July 7, 2008 Share Posted July 7, 2008 Photon are very powerful and quite easy to use, one you understand the logic of cause:) jhv Link to comment Share on other sites More sharing options...
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