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Old September 20th, 2006   #1 (permalink)
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Unhappy High building animation

More Images to see at http://avulhnaut.free.fr/boiss/

A few more try
I am working on a big project (it is big for me), because i usually do only Still image. the client wants an animation (3 min lenght) whit tree, shrubs, plam tree... Moving people, moving Cars...
A little ADD before the big JUMP into the rendering
----> http://avulhnaut.free.fr/boiss/Terr_test.mov <------
You will find there my last test before launching every frame.
And I need some help to improuve the quality, I still got some Flickering for tree shadows despite using High Quality mode:
Image sampler> AdaptSubs 0,2 Area 1.25 (RAndom OFF)
Indirect GI Primary 1,0 Irrandiance , Secondary 1,0 Quasi MC
Preset High Hsp 35 Inter 25
Multiframe every 25 Frame
Quasi Montecarlo subs 8 Secondray 4
Rqmc Samples 10
Rendering time is quite good 2 min -> 6 min / frame on Opteron 165 (6 Min where there is a lot of little flowers... red ones at the end)
But If you have any tips to improve rendering time and Quality TELL Me !
So I try to do my best, Proxy and instance Tree (Onyx) add some Axyz model inside, But Rendering is about 6-10 Min on a Opteron 165 (got 4 of them) without any animated characters.
So the question is, how to add Anamated Cars ans characters, i did a test with Full Gi on every frame, the only way to add animation, it takes ages to render only 1 frame (35-50min).
Tree and flowers Onyx + Vray Map, Bionatics + Vray Map
------------------------------------------
------------------------------------------
I tried the "VLADO" ways of easy compositng for Vray and animated character... http://www.spot3d.com/vray/help/150R...rials_anim.htmVery painfull to do, and SO time consuming to render 4 Passes. And i Lost the capacity to add Motion blur under Combustion (RPF velocity).
As i Got Combustion, is there any way to Render the full animation (Fly thought) and then just add those animated cars and people.
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Last edited by sedus69; October 12th, 2006 at 06:43 AM.
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Old September 20th, 2006   #2 (permalink)
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Default Re: High building animation

I really don't have much experience with Vray and animations, so this might sound ghetto (think elvis). Any way, how about using vray's light cache? You can calculate the GI every 10th frame or so as a walk through. Vray lets you exclude cars/people from the GI calc right? This might work, and it might look odd. I guess it depends on how close you will be getting To the animated content.

Are you using IR map now? What are your settings?

Nice site BTW...very interesting.

Chuck
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Old September 20th, 2006   #3 (permalink)
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Default Re: High building animation

I already use Irrmap + Lc, works great for Walkthrouht, and yes i exclude every animated object. Great render and Fast, execpt First Frame.
Irrmap settings are basic, but only High animation , hsp 20 but global multiplier 2 (it adds some details).
But don't have a clue to add animated cars with shadows...
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Old September 20th, 2006   #4 (permalink)
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Default Re: High building animation

We noticed on our vray animations that we could get away with rendering all animated people/cars with scanline renders and composite them on top later. Much quicker in the long run. Just throw a map shadow on everything on your scene and go!

Hope this helps.
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Old September 20th, 2006   #5 (permalink)
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Default Re: High building animation

Yes, Irradiance Map and Light Cache is definitely the best solution for static geometry animation...no reason why you cant be getting render times of around 60 seconds if you are careful with your settings

Only problem is once you introduce moving elements the light cache and irradiance map require updating each frame....think the best solution is to wow your client with such a nice animation, and he wont notice the static cars
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Old September 20th, 2006   #6 (permalink)
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Default Re: High building animation

Quote:
Originally Posted by geardaddy1
We noticed on our vray animations that we could get away with rendering all animated people/cars with scanline renders and composite them on top later. Much quicker in the long run. Just throw a map shadow on everything on your scene and go!
Hope this helps.
yes....good idea....this has worked for me in the past aswell
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Old September 20th, 2006   #7 (permalink)
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Default Re: High building animation

I will try this, but the other problem is that some vehicle/people goes under trees' shadows don't know how to do it with scanline.

I hate to not know something.
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Old September 20th, 2006   #8 (permalink)
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Default Re: High building animation

One thing I just did in an animation was just to have the moving cars and people not part of the irradiance map and light cache calculations. Once those were done, turn the cars and people back on, and I was good to go. Worked way better than comping them in. Especially because I haven't had much luck in comping.
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Old September 22nd, 2006   #9 (permalink)
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Default Re: High building animation

I've just tried what you suggest. Works quite Fast but objets Not in GI looks flat, but I can live with that, maybe I will BAKE some Gi ont those Objects just to add some nice shadow.

I still Wonder How people like Icube.ru do to have such nice car and animation. maybe talent, but it is only 2% of work, 98 % is Good modeling, good techniques.

And maybe their 40 Pc render Farm helps a Lot.

Quote:
Originally Posted by Chad Warner
One thing I just did in an animation was just to have the moving cars and people not part of the irradiance map and light cache calculations. Once those were done, turn the cars and people back on, and I was good to go. Worked way better than comping them in. Especially because I haven't had much luck in comping.
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Old October 10th, 2006   #10 (permalink)
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Default Re: High building animation

A little ADD before the big JUMP into the rendering

http://avulhnaut.free.fr/boiss/Terr_test.mov


critisize me pealse !
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