Xếp gạch để dành thời gian :)
Bài 1: Render Animation với cảnh tĩnh - camera chuyển động
Mọi người đã biết Vray là 1 công cụ bao gồm thuật toán để tính toán giả lập lại môi trường thực tế trong môi trường 3D rất mạnh tuy nhiên thời gian render ra ảnh quá là lâu. Kể cả với những máy tính mới nhất ở thời điểm này thì ngồi đợi render 1 clip 3D animation với Vray vẫn rất là chán. Hướng dẫn nhỏ này giúp ta đỡ tốn thời gian chờ đợi bằng cách sử dụng netrender trong 3Dsmax - kết nối nhiều máy lại với nhau.
Thiết lập tính toán GI với IR + LC
Thiết lập render animation
The settings you would use to reduce flickering in an
animation generally depend on the type of
animation you are rendering.
For fly-through animations ( animations where only the camera is moving) it is best to use Irradiance Map in Incremental add to current map mode with Light Cache in Fly-through mode for interior scenes.
For exterior just use the Irradiance Map in Incremental add to current map mode along with Brute Force. For more information check this tutorial.
For rendering animations with moving objects it is best to separate the rendering in two passes. In the first you will calculate just the GI and save an irradiance map for each frame. You would either use the Light Cache in Single frame mode or Brute force depending on the scene type (interior/exterior) for secondary bounce. For Primary Bounce you will use the Irradiance Map in Animarion(prepass) mode. It is advisable to use higher settings for the Irradiance Map. For example a High Preset and a big enough number for the Hemispheric Subdivisions. Sometimes the default value of 50 is not enough and you may need to increase it quite a lot. Once you have calculated the Irradiance maps in the first pass you would switch the Irradiance Map mode to Animation(rendering) and put the Secondary Bounce to none. You can also decrease the Interpolation Sampled because V-Ray will be using several Irradiance Maps for each frame and in doesn't need to use so many interpolation samples.
Originally Posted by
vlado So I changed a few things:
(*) Removed interpolation for reflections on all materials;
(*) Used animation prepass/rendering mode also with the "Use camera path" option on;
(*) Increased the Hemispheric subdivs for the irradiance map to the default 50;
(*) Used single frame light cache with the "Use camera path" option on;
(*) Set the light cache Scale to "Screen" with 0.02 for "Sample size";
(*) Set the "Noise threshold" option in the DMC sampler to 0.005;
(*) Set the "Color threshold" for the image sampler to 0.01 ("Use DMC sampler thresh." unchecked)
For the final renders, I set the Secondary GI engine to "None", as I don't need the light cache then.
It's looking good so far, I will put here the result when it's done.
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The correct way to handle this with the light cache is as follows:
Case I - "Use light cache for glossy rays" is OFF (the default)
Phase 1 - calculating the irradiance maps
1.1. Set the light cache to "Single frame"
1.2. Optionally turn off the "Store direct light" option for the light cache (might further reduce flickering around sharp shadows e.g. by the sun)
1.3. Set the irradiance map mode to "Animation (prepass)"
1.4. Render all the animation frames to produce an irradiance map for each frame
Phase 2 - render the final animation
2.1. Turn off the light cache (set secondary engine to "None")
2.2. Set the irradiance map mode to "Animation (rendering)"
2.3. Optionally reduce the "Interpolation samples" to 10-15 and/or "Interpolation frames" to 1 to save render time
2.4. Render the final animation frames
Case II - "Use light cache for glossy rays" is ON
Phase 1 - calculating the irradiance maps
1.1. Set the light cache to "Single frame"
1.2. Optionally turn off the "Store direct light" option for the light cache
1.3. Set the irradiance map mode to "Animation (prepass)"
1.4. Render all the animation frames to produce an irradiance map for each frame
Phase 2 - render the final animation
2.1. Keep the light cache to "Single frame" mode
2.2. Set the irradiance map mode to "Animation (rendering)"
2.3. Optionally reduce the "Interpolation samples" to 10-15 and/or "Interpolation frames" to 1 to save render time
2.4. Render the final animation frames
The only difference in the two cases is that in Case I, you can turn off the light cache for the final rendering, whereas in Case II, you need to keep it to single frame.
Thiết lập netrender blackburner
1 comment:
Sao ko co link vao xem chi tiet cac phan :
Thiết lập tính toán GI với IR + LC
Thiết lập render animation
Thiết lập netrender blackburner
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