Setup, rendering and saving V-Ray GI maps

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3 Aug, 2011 Juliya
3 Aug, 2011 # Re: Setup, rendering and saving V-Ray GI maps

Hello,

Please tell how to setup and save the GI scene pre-renderings and how to use them correctly afterwards.


4 Aug, 2011 RenderStuff (Staff Author)
4 Aug, 2011 # Re: Setup, rendering and saving V-Ray GI maps

Hi,

Which GI engines do you use for rendereng?

Also, tell us in what situation you need this and why.

It would be easier to understand everything on a specific example πŸ™‚


15 Aug, 2011 coala
15 Aug, 2011 # Re: Setup, rendering and saving V-Ray GI maps
Welcome interested in such questions, kindly please explain ... :-) I need otrederit cottage where seven cameras ... What a way to save the selected cards to eventually calculate the static picture. 2nd method: Animate Camera: calculate the first map Light cache Primary diffuse bounces: Light cache Secondary diffuse bounces: Light cache Mode: Fly-through then turn Irradiance map Mode: Multiframe incremental and common to put a range of frames to render the resulting ... kart. 2nd method: to render first Light cache as well as the first time the case. Then include Irradiance map, calculate it. Render to get a card. And yet, in the second case I counts cards, if the scene for example there was hidden until this item? I would like to clarify and, in the hold of the answers you wrote here that "After the Global Illumination rendering maps produced, the final rendering is done with the help of a common card LC, stored and loaded from the hard disk" .This ie I need to calculate the Irradiance map and Light cache retaining cards and only then turn to the Light cache rrimary diffuse bounces and calculate the final picture ??? Sorry that many wanted to write ... it was clear and detailed ...


15 Aug, 2011 mOPs
15 Aug, 2011 # Re: Setup, rendering and saving V-Ray GI maps
I think there are mainly talking about the Fly-through animation. It would like to see himself and guidelines for implementing this technique on RenderStuff. We are waiting with πŸ™‚


15 Aug, 2011 coala
15 Aug, 2011 # Re: Setup, rendering and saving V-Ray GI maps
If you articulate the issue, it will sound like, whether there is appropriate animation cameras for rendering static images of the interior? If so, what and when of its advantages? Having read your wonderful article "optimal settings V-Ray", I came to the conclusion that in order to obtain the final image quality without unnecessary loss of time, sufficiently competent Vrey settings for each particular scene ...


15 Aug, 2011 Anton (Staff Author)
15 Aug, 2011 # Re: Setup, rendering and saving V-Ray GI maps
Hello, coala! Method of rendering a scene with prior miscalculation and conservation irradiance maps, relevant only for animatsii.Kogda we are talking about the walk-through or fly-through animations, that is, when the whole scene completely static and only the camera moves, then a large number of frames You can save considerably when rendering maps GI.Sut this technique is as follows. There is one animated camera that flies around the stage. Because this camera is first rendered the general Light cache for all frames in the Fly-through mode, and on and on praymeri sekonderi baunses set LC. Just because LC is the engine secondary bounces and to calculate the secondary, that is a consequence of primary, his point or another need information about the primary bounces. LC itself fast enough, so it and put on the primary. Although the same way you can put and BF. Just the speed of rendering is dramatically velika.Zatem, LC card is stored on the primary engine disk.Teper Irradiance Map is set in the Multiframe incremental mode and, as well as LC, is calculated and then save on disk.Odnako for your case, there is the main thing " but "If you imagine a camera that, for example, flies a vase or any table, for example, three seconds, it is not difficult to find, it's - 75 frames. It is also not difficult to understand that the adjacent frames are nearly identical, i.e. differ from each other quite a bit, only the frame offset camera frame. Therefore, given the nature of the interpolation operation Irradiance Map, in general, you can skip some of the shots. For example, take the frame 001, following it frame 002 and the following frame 003. The frame 001 of the frame 002 to be different is not essential, in fact as well as the frame 002 of the frame 003. Therefore, you can just throw out the calculation frame 002 and count only the frames 001 and 003. then, when in the process of rendering these frames will merge into a common map of IM, then, when the final frame rendering information 002 is simply interpolated for it from the frame 001 and 003.Drugimi words, you can "cheat", having considered only every second frame and generate the missing frames by interpolating IM, saving a lot of time on this. Of course, we are not talking about three frames, but, for example, about trehstah.Eto so in theory. In practice, however, to count every second and every fifth kadr.Nesmotrya a desire to save time, it should be understood that this economy is possible only when the speed of movement of the camera is not high. If it will fly with great speed some areas of the scene, in this case, the difference between adjacent frames is striking and will have to count separately the area frame by frame!


15 Aug, 2011 Anton (Staff Author)
15 Aug, 2011 # Re: Setup, rendering and saving V-Ray GI maps
Going back to your case, when it comes to rendering static scenes are from different cameras, the difference between frames is so great that throw out some of them and later generate it in step interpolation from other staff - will come πŸ™„ In addition, there will be little or no savings from the Multiframe incremental mode in which the IM is considered only for the unread points scenes, and counted using ready. Again, because of the large difference between frames. Even if you are one and the same thing to calculate just a little bit different angle, it is only a small fraction of the points counted previous cameras (in the previous angles), it can be used in the current rendering. Certainly, the difference between the chambers, of which you're going to take your house znachitelna.V very best, you can save 5-15% when calculating IM for different cameras in the Multiframe incremental mode. And given the fact that Irradiance Map - dimensional , and then you can nothing at all to save money, since none of the previously-calculated points can be useful in the current kadre.Vtoroe "but" is that the Light cache will not calculate the size of the sample, specified in the Screen, it will have to be considered in the World. Otherwise, frame by frame sizes LC cells will "jump" that will appear as noise and dirt on the final rendering of the uneven distribution of samples LC in different areas of the scene. In turn, when rendering Light cache in Scale mode: World, have screwed LC Subdivs, to provide the same quality rendering of the scene from different camera angles. difference between Sample size - Scale and Sample size - World, read the article about setting Light Cache πŸ˜‰ third "but" it is also associated with LC. The fact that it is impossible to calculate Light cache from different cameras in Fly-through mode, Light cache in this mode can be figured out only for the animation, that is animated from one chamber which flies stsenu.Drugimi words in your case will not simply calculate the Light cache with different cameras. You'll have to enter into a new stage zaanimirovat camera and its position in the positions, just repeating all seven positions your seven cameras that are also quite tiring. And if you have in different cells and different FOV, is generally a nightmareπŸ™‚ From all this it follows that the first and second way to save the cards for this situation nepriemlimyy.Rezyume: this technique is relevant only for the animation, only one camera only for long (50+ staff) sikventsy, and only if the minimum difference between adjacent frames. For this method of static distortion rather than ratsionalnost.Ty longer carry with tedious preparatory and adjusting operations than thus saving time + zadolbaeshsya πŸ™„ Just can not make you do yourself a 3d harakiri😁


15 Aug, 2011 Maks (Staff Author)
15 Aug, 2011 # Re: Setup, rendering and saving V-Ray GI maps
Hello, MOPS, as you can see, in this case, Fly-through animation not loosen πŸ™„


15 Aug, 2011 mOPs
15 Aug, 2011 # Re: Setup, rendering and saving V-Ray GI maps
Yeah, right. In this case, do not unscrew. But I wanted to see on the Fly-through animations and saw. Thank you πŸ™‚


15 Aug, 2011 coala
15 Aug, 2011 # Re: Setup, rendering and saving V-Ray GI maps
Thanks for the reply and accessible explanation ... On the Internet so many different opinions and myths, you are so clearly and logically explains everything, the impression that you are a developer Vrey πŸ™‚ Where to get this information, it's not the same with the knowledge you were born ??? You can not answer, but you are real friends πŸ™‚


15 Aug, 2011 Maks (Staff Author)
16 Aug, 2011 # Re: Setup, rendering and saving V-Ray GI maps
Thank you, coala! Information is collected for themselves bit by bit from everywhere at once, add up the overall picture, which both share with our friends. None of the military πŸ‘


15 Aug, 2011 coala
19 Aug, 2011 # Re: Setup, rendering and saving V-Ray GI maps
All privet.Nastraivayu Irradiance map, please tell me I set Min rate-5, Max rate-1 ... render, samples oen rarely raspolozheny.Dlya my pictures will be enough ??? And if I want them to say where the seal is missing, this is how I continue to put the settings ??? Help please understand this question ... πŸ€”


15 Aug, 2011 Maks (Staff Author)
19 Aug, 2011 # Re: Setup, rendering and saving V-Ray GI maps
Hello, coala. This is the theme of the lesson optimal setting the vray - the irradiance map . Carefully read the link, but better - the whole series of lessons πŸ™‚ There's the answer to your question and, in particular, how to control the number of IM samples.


15 Aug, 2011 coala
19 Aug, 2011 # Re: Setup, rendering and saving V-Ray GI maps
I am rereading again. πŸ€”


11 May, 2014 Aleksandr
11 May, 2014 # Re: Setup, rendering and saving V-Ray GI maps
Good day. The question arose after the lesson " The optimal setting-Ray the V - the Irradiance the Map ". The question is: if you still want to keep the Irradiance Map to disk, and then use it to render the image in a larger resolution, then the number of times the card can be reduced? The commentary could be reduced by 2 times, and sometimes 4 times. And immediately the question of Conservation for the same card tsedey Light Cache-vj: is it possible to do it with the same trick? And somewhere, long ago I read that Light Cache can be used only to the extent in which it is rendered. Of course, IM card can be saved, and then safely load and calculate the final render at a resolution greater than that which was carried out the initial miscalculation of IM. However, the rate The parameters, as described in detail above, it is, in fact, and have permission to render IM. Excess save operation to the hard disk just to anything.


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