

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 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.

