View Full Version : Interpolated GI using the Disk Cache with animation.
neverko
08-22-2008, 10:39 AM
This is just a test showing a stable, interpolated radiosity solution with an animated model as well as moving camera and light - A feature highlight of LightWave 9.5.
The submarine model itself is unfinished, I'm still working on that when time allows.
Grab a small HD res, H.264 .mov here (http://www.aether.dk/NT/subHD_AnimCache.zip)
I have also attached an image which shows how much work the GI is doing with the indirect lighting in this scene.
StereoMike
08-22-2008, 11:23 AM
Looks like a Bond gadget :) (looks good)
Any info on render time (per frame)?
Maybe you can have a look at this thread:
http://www.newtek.com/forums/showthread.php?t=87670
mike
neverko
08-22-2008, 11:38 AM
I think it was around 4 minutes per frame, fluctuating a bit up and down but with very stable overall render times per frame. That's with a pre-baked cache file, which only took a few minutes for this scene, with a frame stepping of 4. I think the AA was 3 with 0.08 AS and 0.05 OS. GI was two bounces with rays at 120/40, with minPS 1 and maxPS 16.
I took a look at that thread and I can't really offer any insights other than the animated cache will be slower than not using it. I guess that's the price to pay for a stable flicker-free solution with animated objects.
If the speed increase he sees in that thread is reasonable, I really can't say with the details provided.
One limitation of the animated cache is geometry deformation. This is unsupported. It will generate way too many sample points and kill the cache, as far as I understand.
glebe digital
08-22-2008, 11:49 AM
Looks good :cool:
Don't know about you, but I'm absolutely lovin' the new GI render-core........feels like a fresh set of boots & seems so much quicker than 9.3.
phile
08-22-2008, 12:01 PM
I took a look at that thread and I can't really offer any insights other than the animated cache will be slower than not using it. I guess that's the price to pay for a stable flicker-free solution with animated objects.
Ah, that would be my little problem!
I'm perfectly happy to accept that using an animated cache is slower than not using one. What I'm all confused about is why rendering a baked cache takes much longer than rendering an unbaked one. (I guess I mis-titled my thread slightly.)
Nice renders, by the way!
Phil
Cageman
08-23-2008, 03:39 AM
Beautiful!
Looking forward to see a finished model and hopefully some more GI-renders!
Thanks for sharing this!
Cageman
08-23-2008, 03:41 AM
A nitpick though...
The details in the front actually flickers when it turns towards the camera...
Andy Webb
08-23-2008, 01:53 PM
A nitpick though...
The details in the front actually flickers when it turns towards the camera...
I'm guessing but I think you'll find it's the ground being reflected that causes the flicker and not the GI.
neverko
08-23-2008, 02:42 PM
I'm guessing but I think you'll find it's the ground being reflected that causes the flicker and not the GI.
That's what it looks like to me as well. There are two "streaks" in succession across the front detail and that could very well be reflection of the procedural texture on the ground.
I guess I could find the frame and render a larger limited region of the detail. But that will have to wait.
Edit: Looking at the raw frames, it looks very much like reflection of the ground pattern.
The Dommo
08-24-2008, 11:58 AM
nice, yah :D
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