chow choppe Posted January 20, 2012 Share Posted January 20, 2012 hi all i hope i am posting in the right section. i am doing an animation after a very long time and had been using the still and moving objects passes method earlier. i am trying my hand at ANiation prepass method now. i have done everything as per the tutorial http://www.spot3d.com/vray/help/150SP1/tutorials_anim2.htm everything is going fine but i am getting 2 major problems which is Gi ussue or AA issue i am not able to understand. 1.) if u see the attached test animation of 21 frames u can see a lot of shimmering in fe bushes in the landscape(the green ones) 2.) there is a lot of nose overall which is maximum visible over the background trees. can u help how can i resolve the 2 issues. i am trying to learn this. for AA i am using adaptive DMC with catmul romm and 1, 4 setting for DMC. here is the test animation http://www.the3rddimension.in/test.rar Link to comment Share on other sites More sharing options...
Nic H Posted January 20, 2012 Share Posted January 20, 2012 pretty sure this has been dealt with around about 50 times now on here! anyway i checked out your link - looks ok 1) The shimmering on those green parts to me looks like some machines cant see a map on that proxy - as its restricted (the bad shimmering anyway) to that specific bush. Or some weird issue with pre-pass animation - which never really worked properly anyway imo. 2) As far as the overall noise - you need to use a softening filter (area, quadratic) and up your AA significantly I would start with 1, 6 and a clr threshold of 0.008 for starters. Also render a zdepth and put a 1-2 pixel blur on the furthest regions. Also use this pass to add a layer of gentle haze - it will help add depth. Everything looks good though - with some masks, color correction and a bit more specularity on your materials / trees it should look good. ah also shadows look harsh as well - soften them up Link to comment Share on other sites More sharing options...
chow choppe Posted January 20, 2012 Author Share Posted January 20, 2012 thanks nic for your help. i checked that proxy and i see that no texture is missing. any other reason for that shimmer? also it was rendered on a single machine. can u put more light on "Or some weird issue with pre-pass animation - which never really worked properly anyway imo." whys is that? do i need to pump up the glossiness reflections subdivisions? what should be glossiness values of foliage etc in animations for good quality? i am using 8 at the moment for the leaves and bark. Secondly i am using displacement on grass right now with 2048 as resolution which is eating a lot of time in rendering. any trick to reduce that render time . thanks for your advice nic. i really appreciate it P.S i am rendering both passes at 1280 x 720. i hope nothings wrong with that Link to comment Share on other sites More sharing options...
Nic H Posted January 20, 2012 Share Posted January 20, 2012 hmm it looks like missing texture - i really dont know then. as far as the 'weird' prepass animation thing.... I would have sent the background (everything but the people) as baked / precalculated then comped the people on top as a separate pass - rendering them as single frame brute force (which would be quick as they are not glossy / big) animation prepass had too many weird quality issues imo - it was always quicker to split the static and animation passes for me. Sorry I cant be of more specific help on this. I would leave everything at 8 subdivs - then deal with it using the DMC sampler - I doint see that many things in that scene that need glossy reflections really....you could just untick trace reflections on some materials and use highlight glossiness to speed / clean things up. Displacement will kill you render times..especially with those settings - do you have multiscatter or something like that? id dare say even a good texture and some opacity mapped planes to get the grass edges would look better than the displacement. Link to comment Share on other sites More sharing options...
chow choppe Posted January 20, 2012 Author Share Posted January 20, 2012 alrite nic i will try ur suggestions . i had been trying to do the still and moving passes separately earlier but it was really confusing in terms of what should be on in reflection and what should be completely hidden and cast shadows or receive shadows options when u make mattes. i posted a thread before this one 2 days back. can u have a look at it. i am trying to read a lot but never found precise information on net. with still and moving pass compositing i had shadow not matching the texture below it or looking different color or a sharp edge around it. can u help with that method. basically how you do it ? Link to comment Share on other sites More sharing options...
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