@Maskatroboy Well usually the final gathers settings are going to be slightly different for when one does animations. Often the flickering will occur if there is a lack of Rays per Final gather or the interpolate over num. fg points. For some scenes, it's possible to cache the FG and GI pass so that it isnt being recalculated for every frame, this is great because it means no flickering and less rendertime. Otherwise, render 5 frames out, cycle through them. If flickering occurs.....
@duophonix .... then consider raising those values. Usually i dont raise the rays per fg point beyond 500 for an animation, and 200-250 are usually enough for the interpolation. the Interpolation amount depends a lot on the initial FG point density. The higher the FG point density, the more realistic and precise the image, but the more chances of gaps in between the samples, and so with big gaps you need either more rays or better interpolation. I hope this helps.
hi, sorry for my english but i m from italy....when you set up more than 1 bounces in FG and activate the GI it is like you set up o bounces in FG because the FG bounces are activated only ig GI is disactivate...so how can i use FG bounces and GI toghether??
@eneagat Your English is excellent! You are correct, when GI is enabled, the number of diffuse FG bounces is 0 (regardless of the value). In my video, I do not reset that value to 0 when gi is enabled to reduce any confusion when someone is seeing what settings I have changed. As far as i know, there is no way to have GI enabled AND have FG Diffuse Bounces. This is because of how GI and FG work together. You dont need any diffuse bounces when GI is on. I hope this helps :-)
Thanks very much duophonix - I've been doing some fg lately and I'm definitely going to look into this, your results look great and the times are amazing, I must check out your other vids ;)
@QbickSan You are correct to pay close attention to any artefacts particularly in reflective surfaces, in this scene the teapots have a reflective surface and the settings cause not artefacts. In reality, the custom settings arent really "low", just more efficient. By using my custom settings as a base, you can then fine tune them if any artefacts occur, and the render times should still be a great deal faster than using the presets.
@QbickSan I do have skype but i'm a bit busy at the moment to come on and chat, feel free to email me some renders, my address is the same as my youtube user name, and then @gmail.com
@kudjo24 There are two types of illumination. Direct illumination (the sunlight beam hitting the floor and teapot) and Indirect illumination (light that has hit a surface and been scattered around the scene). The Number of bounces pertains to how many times the indirect light will be reflected off of a surface and back into the scene. If this value is set to 0, any indirect light will not be reflected around the scene. If set to 1 it will be reflected or "Bounce" once from every surface.
Thanks for bringing attention to these details
Nebuchadnezzaurus 3 weeks ago
nice,, result is OK in single frame render, but how about the flicker in animations? my question seem like @ErikRicardoLC
Maskatroboy 2 months ago
@Maskatroboy Well usually the final gathers settings are going to be slightly different for when one does animations. Often the flickering will occur if there is a lack of Rays per Final gather or the interpolate over num. fg points. For some scenes, it's possible to cache the FG and GI pass so that it isnt being recalculated for every frame, this is great because it means no flickering and less rendertime. Otherwise, render 5 frames out, cycle through them. If flickering occurs.....
duophonix 2 months ago in playlist Uploaded videos
@duophonix .... then consider raising those values. Usually i dont raise the rays per fg point beyond 500 for an animation, and 200-250 are usually enough for the interpolation. the Interpolation amount depends a lot on the initial FG point density. The higher the FG point density, the more realistic and precise the image, but the more chances of gaps in between the samples, and so with big gaps you need either more rays or better interpolation. I hope this helps.
duophonix 2 months ago in playlist Uploaded videos
Great video, no mombojombo, straight to the point and render times are great but how about the flicker in animations?
ErikRicardoLC 2 months ago
@ErikRicardoLC Thanks! someone else has just asked that question also, @Maskatroboy - have a look in the comments for the response.
duophonix 2 months ago in playlist Uploaded videos
can you post the configuration of the machine?
Gustavotorqueto 2 months ago
@Gustavotorqueto Intel quad Core i7 - 2600 3.40Ghz (4 physical cores + 4 virtual) - 8GB DDR3 ram, N570GTX Twin Frozr II/OC 1280Mb, windows 7 64bit, MSI P67A-GD55 Motherboard. various hard drives, mostly WD with a combined capacity of 10.5TB
duophonix 2 months ago
hi, sorry for my english but i m from italy....when you set up more than 1 bounces in FG and activate the GI it is like you set up o bounces in FG because the FG bounces are activated only ig GI is disactivate...so how can i use FG bounces and GI toghether??
eneagat 4 months ago
@eneagat Your English is excellent! You are correct, when GI is enabled, the number of diffuse FG bounces is 0 (regardless of the value). In my video, I do not reset that value to 0 when gi is enabled to reduce any confusion when someone is seeing what settings I have changed. As far as i know, there is no way to have GI enabled AND have FG Diffuse Bounces. This is because of how GI and FG work together. You dont need any diffuse bounces when GI is on. I hope this helps :-)
duophonix 4 months ago
@duophonix thx...i m studying 3ds.... :-o
eneagat 4 months ago
Thanks very much duophonix - I've been doing some fg lately and I'm definitely going to look into this, your results look great and the times are amazing, I must check out your other vids ;)
cheers
embrytic 9 months ago
what about finalgather in reflection?
with those low settings in reflective surfaces you may notice black spotches due to low density sended from reflective materials
QbickSan 9 months ago
@QbickSan You are correct to pay close attention to any artefacts particularly in reflective surfaces, in this scene the teapots have a reflective surface and the settings cause not artefacts. In reality, the custom settings arent really "low", just more efficient. By using my custom settings as a base, you can then fine tune them if any artefacts occur, and the render times should still be a great deal faster than using the presets.
duophonix 9 months ago
@duophonix
do you have a skype?
i have some little fg tests to show
QbickSan 9 months ago
@QbickSan I do have skype but i'm a bit busy at the moment to come on and chat, feel free to email me some renders, my address is the same as my youtube user name, and then @gmail.com
duophonix 9 months ago
@duophonix
well, emailing is not that kind of conversation when i can show you my thoughts about FG in comfort.
sorry
QbickSan 9 months ago
Does this apply to an animated scene with animated objects? I have an interior scene with moving parts that's flickering like mad.
Thank you for posting this!
fsmaestro 10 months ago
question: what's a bounce? the light on the object? :P
kudjo24 10 months ago
@kudjo24 There are two types of illumination. Direct illumination (the sunlight beam hitting the floor and teapot) and Indirect illumination (light that has hit a surface and been scattered around the scene). The Number of bounces pertains to how many times the indirect light will be reflected off of a surface and back into the scene. If this value is set to 0, any indirect light will not be reflected around the scene. If set to 1 it will be reflected or "Bounce" once from every surface.
duophonix 10 months ago
@duophonix great at teaching! thanks!
kudjo24 10 months ago