![]() It's a bit slower than using "Average", but the quality is much better and will need little to noĪdjusting in-post. Other than that, my directions below are the same. Version of his program, slightly edited to use "Exposure Fusion" (using H&S Adjust) as theĬombining method rather than "Average". Minutes to process with the original Avisynth/Virtualdub/Enfuse scripts.Įdit: I've removed Malcolm's link here and replaced it with my own Just over 2 minutes using exposure fusion. Method, a 10 second clip will process in less than a minute. ![]() Very fast but the exposure fusion method is superior quality. The exposure fusion method is 1/2 as fast as using the "average" method below, which is Lastly.Make sure that Batch Render is enabled as this will screw up the render process.Here is a program that automates the conversion to an mp4 file. Under Post Render set it to AutoSave and give a file pathĥ. Clear the current irradiance map by pressing RESET under the current map options (if you don't do this it will try to calculate the IR map off of the last rendered image.Not good)Ĭ. Change mode to Incremental Add to Current Mapī. IR for primary bounces and QMC for secondariesĪ. Setup your Indirect illumination engines. Setup the output for animation with the appropriate frame rate (saving the images doesn't matter at this stage, although I believe they will be saved anyway)ģ. So here are a quick list of checks (there are 1 or 2 things that I didn't mention above, so make sure you run through these before you run the prepass)Ģ. 25, the Normal threshold can be left as is, and the distance threshold should be changed form. The color threshold should be changed from. This is going to give better coverage and lead to better quality. The major one is to change the threshold values, which basically tells V-Ray where to place the IR samples. There are a few other tweeks that you can make with IR, but they are relatively optional (meaning that you can get by without them, but you'd probably be better off if you did them). And keep in mind that we are only doing this for a selected number of frames, so that will speed things up as well. This also means that you can set IR map for higher quality the you would normally because you won't have to spend that time calculating every single frame, and even if the first frame takes a little while, the majority of them will only take a fraction of the time. ![]() This makes the calculation extremely effiecient and you'll find that after a few frames the time spend calculating each subsequent frame is very very short. What this basically does is renders out the IR map for the first frame, then for every frame after that refines the previous solution and adds extra samples when necessary. The first one is in the Mode options and its called Incremental Add to Current Map. Our goal for this whole prepass sequence is to end up with one irradiance map that is calculated for the whole animation sequence, and there are several tricks that we are going to use to do this. For example, if you intend to render your final animation at 30 frames a second the frame rate that you will need to set is between 3 and 6 frames.Īfter that you will need to setup the Irradiance Map parameters. This is not your final animation, just the prepass. After enabling animation you will need to change the frame rate so that you're basically rendering out every 5th or 10th frame. At the bottom you will see the option to enable animation as well as the option to pick your frame rate. The next place you need to go is to the Output rollout. What this basically does is tells V-Ray to render things like the Irradiance map (or LC if you had that enabled-but not for this instance) but not the actual rendered image, which allows you to precalculate those solutions without spending time rendering an essentially useless image (you'll see why later). The first thing you'll need to enable is a parameter in Global Switches called Don't Render Final Image. The success of the animation pretty much all hinges on setting up the Irradiance Map correctly, and eventhough it may be a little foreign, its not very hard once you go through it.Īfter you have your animation set up there are a few quick set up things that you'll need to do, so I'll go over those really quickly and then the details on the irradiance map parameters. My mail is with animation the suggested workflow right now is to use a precalculated irradiance map for primary bounces and qmc for secondary bounces. Now if you have dificult of doing it or not understanding then send me a file (SU) at my email so i will set it up for you. 1 is the prepass and the second is the final rendering. NOTE: in SU vray are 2 process in order to render. That is why you have to reread them again until you get the messase. Now reading the instructions may be difficult at first. This is the third or fourth i have answered this question about rendering.
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