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Caching Radiosity ?


demo38
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Doing an interior animation and have been messing with radiosity settings for the first time. The manual tells me that for fly-throughs, caching the radiosity solution will save time on subsequent frames, but I get longer frame times with each subsequent frame???

 

Any input on this?

 

Also, where can you set the number of ray bounces?

 

Thanks!

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Hello

 

I would sugggest to use BAKING THE RADIOSITY SOLUTION, instead of cashing it.

You will really get shorter render times.

 

Press: Shift+L (for activating a light), p (for the properities of the current "Object") and click on "GLOBAL ILLUMINATION"...

 

Richie

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Caching just stores the raydiosity solution, nothing else. So if you have longer rendering times they result mostly from the raytracer. Maybe you have a lot of reflections in your movie when the renderer gets slower or anything like more complicated textures or higher texture maps.

How about posting some pictures ?

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This is the first attempt at a radiosity rendering... It was first lit normally, then the switch was thrown.

 

Radiosity Rendering

 

I understand your suggestions, I was thinking about baking the surfaces, but what would be the resolution / steps I would need to follow so that the final would look as clean, and not turn out spotchy when mapped back on? Is this best to do the room as a whole? Or, break the room up into pieces, so that each object has it's own UV map when all is said and done? I followed the Baking Textures on the Cow tutorial on newtek's site, but one cow with external lighting seems different than a room with internal lighting.

 

But, then again a cow with internal lighting could be interesting!

 

Thanks,

-demo

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what version of LW are you using? the bug you mention about longer frames using cached radiosity was fixed back on V 6.5c (I think). Are you using V7.5b ?

 

regarding ray tracing reflections, you can set it by changing the "Ray Recursion Limit" on the rendering options from 16 to a lower number.

 

best regards,

 

[ April 04, 2003, 02:04 PM: Message edited by: dwright ]

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