VRay Render Animation Fly Through Animation Lesson Introduction
- Slides: 25
V-Ray Render Animation: Fly Through Animation
Lesson Introduction – Orientation • This presentation will take you through setting up GI lighting for an animated scene • The information centers around setting up GI and lighting for the scene • This lesson topic is approximately 30 minutes in length • Presentation covers all 3 Learning Cycles for the Lesson Topic – Lecture, Demonstration, and Activity
Lesson Topic: … • Objective – We will develop the look for the lighting of the animated car / street scene • Outcome – You will be able to set up GI, and know how to use the Irradiance viewer to help set up your render for animation
Lecture: Terminology • Here’s some terms to be aware of when thinking about the Global Illumination – Fly Through – Where a camera travels through a scene (with no animated geometry or lights) – Global Illumination – How light is bounced off of surfaces onto other surfaces via indirect light rather than being limited to just the light that hits a surface directly from a direct light source. – Irradiance map – Is a collection of points in 3 D space (a point cloud) along with the computed indirect illumination at those points – Light cache – Light caching is a technique for approximating the global illumination in a scene that traces paths from the camera instead of from the lights (like a photon map) – Primary and Secondary Light bounces – A primary diffuse bounce occurs when a shaded point is directly visible by the camera, or through specular reflective or refractive surfaces. A secondary bounce occurs when a shaded point is used in GI calculations.
Lecture: Light Bouncing • Light bounces – When the sun hits a surface, it does not stop. It bounces from that surface often taking some color from it. – If you shine a spotlight at a red wall, the bounce light will contain a red hue
Lecture: Bouncing Light • Primary and Secondary Light Bounces – Primary Light Bounces – A primary diffuse bounce occurs when a shaded point is directly visible by the camera, or through specular reflective or refractive surfaces – Secondary Light Bounces – A secondary bounce occurs when a shaded point is used in GI calculations to light the scene further – A secondary bounce happens when a ray has already been through at least one GI bounce already – GI Caustics – GI caustics represent light that has gone through one diffuse, and one or several specular reflections (or refractions) – Lighting passing through a glass object causing coloured caustics on a surface such as a table
Lesson Topic: Indirect Illumination • Indirect Illumination Overview • Irradiance Map • Computes the indirect illumination only at some points in the scene, and interpolate for the rest of the points • Light Cache • The light map is built by tracing many eye paths from the camera. Each of the bounces in the path stores the illumination from the rest of the path into a 3 d structure, very similar to the photon map. • Brute Force • Indirect illumination is computed independently for each shaded surface point by tracing a number of rays in different directions on the hemisphere above that point
Lesson Topic: V-Ray Quick Settings • Fast way of selecting the type of GI you need for your scene • Can be found on the V-Ray shelf • If you do not see the V-Ray shelf, you can create it from within the Settings tab of the V-Ray Render Settings • Each preset creates settings useful for that use, such as indoor or outdoor use
Lesson Topic: V-Ray Quick Presets • V-Ray Quick Settings Overview • Presets: • Arch. Viz Interior – good for visualizing interior spaces • Exterior – useful for illuminating outdoor spaces where there may not be many “walls” to bounce light as there is with indoor GI lighting • VFX – good for using on visual effects shots • Studio – useful preset for lighting products and designs inside a studio environment, much like a photographer’s studio setup • Custom presets can also be created based on your own needs • Allows selection from a number of GI presets such as: 1. Brute Force + Brute Force (accurate) 2. Brute Force + Light Cache (accurate) 3. Irradiance Map + Light Cache (fast) 4. Irradiance Map + Brute Force (fast)
Lesson Topic: Caching… • Caching lighting information • Allows you to store illumination information to be used at a later time into a readable file • Saves rendering time as GI does not have to be calculated every frame • First you calculate the GI by allowing the renderer to run the GI passes • With the proper settings enabled, the GI engines will store their calculations into a file • Then you can load the pre-calculated cache files and prevent the renderer from having to re-calculate at every frame
Lesson Topic: Use Camera Path • Setting up the Camera path for the Irradiance map and Light Cache • Baking a light cache or irradiance map from an animated camera creates illumination information for the entire space through which the camera moves • Make sure that Use Camera Path is checked for the Light Cache and Irradiance Map • This generates an Irradiance map/Light Cache along the camera path in your scene, casting more illumination samples throughout the space, giving you a more accurate GI calculation for the entirety of the animation as seen below with camera path on the right
Lesson Topic: Don’t Render Final Image • V-Ray does all the necessary precalculations but stops before rendering the final image • Allows us to set up GI without having to wait for the final image to render
Lesson Topic: Irradiance Map Viewer (Light cache) • Light Cache Set as Primary Bounces • Allows us to experiment with setting up the Light Cache without having to wait for the Irradiance Map calculation to complete.
Lesson Topic: Irradiance Map Viewer • Can be opened form the Light Cache section of the GI tab in the V-Ray render settings • This will open the last light cache or irradiance map rendered • Will look similar to a colored point cloud image in the viewer
Lesson Topic: Saving a Light cache to a File • Rendering a scene with Light Cache enabled will create a light cache that you can view using the Irradiance Map viewer • Viewer can be used to find the best settings you need for your GI calculation before you save it to a file for use later • Also known as “baking a light cache”
Lesson Topic: Loading a Light cache from File • Light Cache loaded from file once it has been saved… • When Light Cache Mode is set to ‘From File’ the light cache will be loaded from a previously calculated and saved file • This file has been generated and saved out in a previous render • The same light cache file may be used as many times as needed in subsequent renders • The light cache file will likely need to be updated when the lighting in the environment is changed
Lesson Topic: Setting up the render Settings • Setting up the Render Settings for Irradiance Map and baking • In the GI tab of your render settings change the Primary bounces Engine to Irradiance map • Leave your Secondary bounces Engine to Light Cache with the Mode set to From File and the pre-calculated Light Cache file loaded • Open V-Ray Quick Settings once more and set the GI Quality to 100% (Note this will have an affect on the settings for the Irradiance map in the GI tab of the V-Ray render settings
Lesson Topic: Viewing the Irradiance Map • Viewing an Irradiance map • Open the Irradiance map settings and click on the Open map with Irradiance Map Viewer button to examine the irradiance map that was generated • Note that we have samples for the entire animation path • The irradiance map viewer is good for checking as well as merging and saving new irradiance maps, allowing finer control over the irradiance map outside of the 3 d package
Lesson Topic: Saving the Irradiance Map • Just like with a Light Cache, you are also able to save the Irradiance map • In the Irradiance map settings click the Save button and save the Irradiance map (usually to the Assets or Cache folder for a scene) • When you want to render using an irradiance map, switch the Mode parameter to From file and use the Browse button to load the Irradiance map you’ve saved • Note that V-Ray doesn’t calculate any pre-passes and starts rendering immediately when you use an irradiance map file, saving time on the render
Lecture Conclusion: Rendering a Fly Through Animation • Global Illumination – Primary and Secondary Light bounce engines – Indirect Illumination baking • V-Ray Quick Settings • How to quickly set up our scene using V-Ray Quick Settings • Irradiance maps – How to use the Irradiance Map viewer – How to generate Irradiance map and Light Cache maps along the camera path – How to save and load Irradiance map and Light cache maps to and from a file • Rendering the final animation
Time to see it work! • Demonstration Cycle! • Watch while I demonstrate how to set up the render settings for an animated camera flythrough sequence
Time to do it yourself! • Activity Cycle! • Now it’s your turn!! • Use the provided scene file to setup the render for the fly through animated sequence • The next slide provides some specific values I used for your reference
Lesson Topic: Rendering the Final Animation • Open the V-Ray Quick Settings and stg the AA Quality to 12% • Open the Render Settings dialogue and in the VRay Common tab in the Image File Output rollout specify a File Name Prefix • Disable the Don’t save image (ignored in batch mode) checkbox • In the Animation rollout switch the Animation parameter to Standard and set the End Frame parameter to 100 • If you now hit Render you will render the entire animation
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