prasafnashikkar Posted April 5, 2018 Share Posted April 5, 2018 Hi, I work with a firm who mostly do architectural walk-through's ..we are using 3dsmax for the purpose and v-ray for rendering ..we are trying to light animation for some of our scenes ..for example, day to night animation ...where sun sets and lights turn on one by one in the scene ..obviously we cant render these animation with pre calculated IR and Light Cache calculations ( we usually do this for every 10 frames for normal scenes ), since light is changing with every frame. So right now we render the scene, on single frame, keeping IR on 'Medium animation' ..but this gives flickers on objects around light, especially around an object where V-Ray light map is used .. Is there any other way so we have smooth renders without flickers and artifacts ? Consider that we have less resources to render things, in the sense that, to meet dead lines, we target rendering to 25-30 minutes per frame and about couple of days for complete rendering which might include approx 10 - 15 cameras Any help will be great ..Thanks Link to comment Share on other sites More sharing options...
notamondayfan Posted April 6, 2018 Share Posted April 6, 2018 Brute force primary, Light Cache secondary is ideal for situations like this. OK it's a bit noisier to acheive the same render times, but it's amazing what a good de-noise plugin, or even Vrays own de-noiser, will do. Plus by not using iradiance map you're not spending render time rendering GI prior to rendering. It also makes it much easier to set-up the rendering too. Link to comment Share on other sites More sharing options...
Francisco Penaloza Posted April 6, 2018 Share Posted April 6, 2018 Has Dean mentioned, using Brute force is the way to go. The latest VRay is a lot faster and very simple to set up. Actually, you don't even have to pre-save Light Cache, just set it up high enough( about 2000 or more) and choose a good sampling value and you are ready to go. VRay has become very smart, calculating Light Cache frame per frame use to give you some noise flickering but that doesn't happen anymore. You may say, yea Brute force is slower and calculating Light cache will take double time per frame, it this may be true, but since you are not pre saving, don't have to deal with those maps getting lost in the network or strange wrong frames, there is a significant time saved. Don't forget the Denoiser pass, that works really good in animations, so you can have a noisy image but with the denoise pass, you can easily fix it. and on top of that, you could use progressive rendering, preset how long you want/need per frame so you know exactly how long it will take you to render all your frames. Having said that I would not recommend using progressive rendering with time limits if your render machines are too different from each other, this will create some images to be clean than others. Havings said all that, we need to accepts that even tho we would like to be able to do everything sometimes we need to accept that some things will just take longer than we would like. If doing that Light moving shot is very important for your animation, and you find out that your local farm won't cut it, it is time to look for some cloud rendering solution. Today we have several trusty companies that could generate those frames within your deadline, for a price, but in my experience, it is worth it all the time. rather than fighting with settings or lowering the quality of your product. Link to comment Share on other sites More sharing options...
prasafnashikkar Posted April 7, 2018 Author Share Posted April 7, 2018 Thanks for reply. Strangely it never occurred to me to use Brute Force. I will first try it out and respond back. Thanks again Link to comment Share on other sites More sharing options...
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