I am learning the Animation workflow from this document written for 3ds max. I'd like some clarification so that I can get this complicated process understood and set up in my real project. My questions are numbered in reference to the sections in the document. Is there something similar to this already made for modo? or a video?
RENDERING A WALKTHROUGH ANIMATION
Part I: Calculating the Light Cache
1.7 For Modo , do what?
1.8 Is this in the VRay Sun/Sky tab? Filter Color?
1.9 Is this in the VRay Sun/Sky tab? Intensity Multiplier?
1.10 Is this the same as disabling Use Lights?
1.11 Modo camera doesn’t offer Fish Eye. Alternative?
1.12 Dont know these settings in modo. Was is fisheye “More interesting” That sounds subjective. Is there a “correct”camera type to use?
1.22 Default is .85. Do I need to change it back at some point to the .85?
1.25: DO we ever reduce the Light Cache subdivs back to a lower setting for step 3? Or is light cashce done here.
Part II: Irradiance Map
2.0 It makes no mention of it, but should Use Lights be turned back on now?
2.0 Does Image Sampler change back to Adaptive yet?
What is back burner? Is this analogous to sending a single frame to a second slave to process? As long as its on one machine, it s fine?
Part III: Final Render of Animation
Fewer steps, makes sense, but I feel like not all the settings have been addressed for this step. Some things like Use Lights needs to be turned back on, no?
Do I need all the Denoiser channels for the ONLY Step 3?
At what step should the Bloom/Glare be enabled? I assume at least at Step 3.
Turn off Use Lights? Why are the lights in the scene turned off for Steps 1 & 2? Don’t they contribute to IC? What about scenarios like bathrooms with no windows?
If my Environment is driven by an HDRI, should I leave that on instead of setting Sky Color as step 1.8 & 1.9 Instruct?
Should displacement be disabled?
Should I be using Multipass always? what are the pros and cons with this setting?
What is Show GI Only used for? just to preview? Should I have that on for Step 2?
Detail Enhancement? When is this used?
Questions on Final Notes from the document:
Notes:
“We are not using glossy reflections in this scene, but if you are using them and not using the Use light cache for glossy rays option at the same time, then you can set the Secondary GI engine to None for the final animation. This is because you won't need the light cache and turning it off will save memory.”
Why would you not use glossy reflections?
Generally speaking, this workflow is so convoluted, I can’t imagine the amount of wasted time that could likely occur because of a mis-step in juggling the settings during the 3 steps. Can’t this all be done with some simple presets?
In my case, I tried to tackle this by using Pass Groups and Passes for my 3 camera paths in the scene. This allowed me to hack a method of creating Presets for the 3 steps. I guess I just need to manually save the Light Cache between step 1 & 2 and save the IC between Steps 2 & 3. Does this approach sound viable or is there flaw I am missing??
Please see the attached images for my Pass Group settings and let me know if I have anything wrong here.
Using this approach, I can render the Step 3 Final Render Cameras Pass Group at Step 3. Assuming I don’t have changes in my lighting between the 3 camera paths in the Pass Groups, do I only need to render one camera for Steps 2 and 3 to build LC & IM for the whole animation?
Thank you!
RENDERING A WALKTHROUGH ANIMATION
Part I: Calculating the Light Cache
1.7 For Modo , do what?
1.8 Is this in the VRay Sun/Sky tab? Filter Color?
1.9 Is this in the VRay Sun/Sky tab? Intensity Multiplier?
1.10 Is this the same as disabling Use Lights?
1.11 Modo camera doesn’t offer Fish Eye. Alternative?
1.12 Dont know these settings in modo. Was is fisheye “More interesting” That sounds subjective. Is there a “correct”camera type to use?
1.22 Default is .85. Do I need to change it back at some point to the .85?
1.25: DO we ever reduce the Light Cache subdivs back to a lower setting for step 3? Or is light cashce done here.
Part II: Irradiance Map
2.0 It makes no mention of it, but should Use Lights be turned back on now?
2.0 Does Image Sampler change back to Adaptive yet?
What is back burner? Is this analogous to sending a single frame to a second slave to process? As long as its on one machine, it s fine?
Part III: Final Render of Animation
Fewer steps, makes sense, but I feel like not all the settings have been addressed for this step. Some things like Use Lights needs to be turned back on, no?
Do I need all the Denoiser channels for the ONLY Step 3?
At what step should the Bloom/Glare be enabled? I assume at least at Step 3.
Turn off Use Lights? Why are the lights in the scene turned off for Steps 1 & 2? Don’t they contribute to IC? What about scenarios like bathrooms with no windows?
If my Environment is driven by an HDRI, should I leave that on instead of setting Sky Color as step 1.8 & 1.9 Instruct?
Should displacement be disabled?
Should I be using Multipass always? what are the pros and cons with this setting?
What is Show GI Only used for? just to preview? Should I have that on for Step 2?
Detail Enhancement? When is this used?
Questions on Final Notes from the document:
Notes:
“We are not using glossy reflections in this scene, but if you are using them and not using the Use light cache for glossy rays option at the same time, then you can set the Secondary GI engine to None for the final animation. This is because you won't need the light cache and turning it off will save memory.”
Why would you not use glossy reflections?
Generally speaking, this workflow is so convoluted, I can’t imagine the amount of wasted time that could likely occur because of a mis-step in juggling the settings during the 3 steps. Can’t this all be done with some simple presets?
In my case, I tried to tackle this by using Pass Groups and Passes for my 3 camera paths in the scene. This allowed me to hack a method of creating Presets for the 3 steps. I guess I just need to manually save the Light Cache between step 1 & 2 and save the IC between Steps 2 & 3. Does this approach sound viable or is there flaw I am missing??
Please see the attached images for my Pass Group settings and let me know if I have anything wrong here.
Using this approach, I can render the Step 3 Final Render Cameras Pass Group at Step 3. Assuming I don’t have changes in my lighting between the 3 camera paths in the Pass Groups, do I only need to render one camera for Steps 2 and 3 to build LC & IM for the whole animation?
Thank you!
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