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3ds max animation tutorial
3ds max animation tutorial






  • Render every Nth frame – this value depends on the distance the camera travels from frame to frame.
  • Enable the Don’t render final image – we only need the GI calculations performed so we can save time by not rendering the image.
  • 3ds max animation tutorial

    To optimize the first phase of the workflow we can:.Saving the Irradiance Map into a file and then loading it means we can disable the Secondary Bounce engine.It doesn’t matter whether we are using Brute Force or Light Cache, all the GI information gathered by the Secondary Bounce engine is saved into the Irradiance map.You can explain how the Irradiance Map works when combined with Brute Force and Light Cache as secondary bounce engines.Using the previously calculated Irradiance Map we render the entire animation.

    3ds max animation tutorial

  • We generate the Irradiance Map for the entire animation path.
  • This means that we need to render the animation in two phases:
  • The Irradiance Map only calculates the GI for the parts of the scene visible from the camera.
  • Next you can point out the solution that V-Ray offers - Using Irradiance Map as a primary bounce engine allows us to create one single high quality GI solution for the entire animation path as long as only the camera is moving.
  • #3DS MAX ANIMATION TUTORIAL FREE#

    These issues boil down to the fact that rendering flicker free animations requires a lot of render time.Settings that usually create great quality still images often produce flickering in animations because the movement makes the tiny imperfections more noticeable.A high-quality GI is needed to reduce the flickering.You may show some animations where this is visible.

    3ds max animation tutorial

  • The position of GI samples varies slightly from frame to frame which causes flat diffuse surfaces to flicker.
  • You can start with the challenges that rendering animations with global illumination present.





  • 3ds max animation tutorial