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Irradiance map question???


sideshow tpc
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Hi guy's. Just have a question was wondering if anyone could answer...If I am doing flythroughs of interior scenes and have 5 or 6 different animated cameras in the same area, just with each focusing on different sections of that area, and using the method of doing the incremental add thing with pre rendering every 10th frame and saving the irr map then switching it to "from file", do I have to do that for each camera (which I have been doing) or can I just do it once and use that .vrmap for all of the all of the different cameras??? Havent been using Vray for very long, so still haven't got my head around just what it is that the irradiance map actually does....

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It tends to be safer to generate a map for each camera, but that doesn't mean it's the only way.

 

It is possible to generate your irradiance maps for a couple of the cameras and then merge them together. As long as everything gets into view then you can use that combined irr map for the other cameras.

 

But just know that if there's some small corner that wasn't viewable in the cameras you used to generate the IRR, then you'll see a breakdown in the irradiance when you do the final render.

 

Technically, you could render all your irr maps, combine them and then render all your cameras from that one combined map (although it'd be huge)

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ahhh...ok...thanks for the advise guys...but yeah think for the amount of crap in these scenes, I'm gonna be stuck doing one for each cam (16 cam paths in the current job...JOY)....the dealines are always pretty tight, so for that bit of extra setting up, the time is worth spent doing that than having to re-render stuff coz I didn't quite catch something i think...

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To help save time you could make some render presets to load in so you don't have to mess with all the toggles and file paths. be careful though as any bitmap you have in the rendering/environment slot will switch to screen instead of spherical environment, just make sure you don't save the environment settings.

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