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Serious problems with GI cashing in 9.6!
I have a serious problem to organize GI cashing for longer walk-through continuous animation.
As I don't have movable objects in a scene, I try first with FG.I made some tests on particular frames through animation, and when I got satisfied with settings, I bake radiosity for a whole animation.But...As render progressed, the results of cashed GI sampling seems to become less and less satisfied!On the end of animation, I got very obvious blotches, and I didn't have those in my particular tests before cashing!! Also, if the rendering iz organized over more machines, or network, looks like only safe non-flickering preprocess method is "locked"- every other seems to make flickers.But, again, with what results? I also try cashing with MC and Animation checked in scene with movable elements, but that's weird too!I also set preprocess on locked.When the render starts on a single machine, as it progress, the render time per frame becomes longer and longer.If I stoped rendering, and hit f9, I got much better render time. Also, rendering from a different machines in this case resulting with flickering, and the preprocess is set on locked! In both cases I put frame steps on 2, or 3, considering the pretty easy moving of camera.Maybye I should put even more.. Anybody has an idea what to do? Please help. |
What format are you outputting to?
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Sequence..tga, sometimes .exr. But, that can not influence any of this problems, I guess.
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Hmm sounds like quite a problem.
try .tif, or change camera settings (or type) hope you find a way around it. that really sounds hassle for a project. |
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