Anyone know of a good way to reduce/eliminate flickering on occlusion renders for fur?
So far for this dynamics test occlusion render, I'm using these settings:
70 gi samples, everything else default in the vex gi
jitter 0
dither 0
irradiance cache enabled for the object, and in the rop
Can irradiance caching work properly on a renderfarm that only allows image writing?
Currently it takes ~85 mins per frame with a 13k initial density.
The farm limit is 2 hrs per frame…
Any ideas?
Oh hey there, mr. noisy occlusion.
4801 6 0- neonshaun
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- circusmonkey
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There is not an easy way to eliminate the flicker no matter what application you use.One trick is to bake out an occlusion pass on a default pose of your character as you have in your video.Then multiply that map with your colour shader. You could get even more complex baking out your occlusion at 3 levels , Root , Mid and tip pass. I would also consider making your fur even denser
If you look on the net there is a pixar / renderman paper on the subject floating around.
Rob
If you look on the net there is a pixar / renderman paper on the subject floating around.
Rob
Gone fishing
- jason_iversen
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Try both both Irradiance Caching on the ROP, and increasing your samples.
It's not uncommon for your samples to be 256 and up.
It's not uncommon for your samples to be 256 and up.
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
also, http://www.odforce.net [www.odforce.net]
- neonshaun
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jason_iversen
Try both both Irradiance Caching on the ROP, and increasing your samples.
It's not uncommon for your samples to be 256 and up.
256 GI samples? or pixel samples within the rop?
I just found andy boyd's siggraph presentation… his samples are so low…
thanks for the suggestions; i'll give them a try during art history class. haha…
- IndyZoneCo
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neonshaunMind if I ask you where you found that? I'd love to see those slides again.jason_iversen
Try both both Irradiance Caching on the ROP, and increasing your samples.
It's not uncommon for your samples to be 256 and up.
256 GI samples? or pixel samples within the rop?
I just found andy boyd's siggraph presentation… his samples are so low…
thanks for the suggestions; i'll give them a try during art history class. haha…
- neonshaun
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http://www.a3d.co.uk/siggraph_talk/sigTalk08_07.html [a3d.co.uk]
wish i could have seen the presentation!
wish i could have seen the presentation!
- IndyZoneCo
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neonshaunCool, thanks!
http://www.a3d.co.uk/siggraph_talk/sigTalk08_07.html [a3d.co.uk]
wish i could have seen the presentation!
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