ImapComposer for Vray

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ImapComposer for Vray // Archive: Tech Forum

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Post by Changa // Aug 20, 2007, 6:49am

Changa
Total Posts: 187
pic
Hi TS script GURUs. I've posted this feature suggestion to Caligari team, but one Roman knows the future of Vray. Please Roman give us a sign if we do not need to write this script! No sign... That's why I'm addressing to you - script makers. We need your brains. From my side I can offer just a general idea.:D

As you know, original Vray has an integrated feature of multiframe incremental computation of irradiance GI map (http://www.vray.us/vray_documentation/vray_irradiance_map.shtml). This mode allows to calculate IR map not for all frames in a sequence (animation), and as a result - increase of rendering speed. Unfortunately Vray for TS can not do it (yet?), but I think it can be scripted, taking into account imapviewer by Chaos as a tool for merge of the single ir maps. The aim of the script is to join into one job a sequence of single renderings with constant frame number increment, to save calculated irradiance maps to the number of files, and finally merge them atomatically or manually in one for the whole animation IR map. The menu can be approximately like it is on the picture. Parameters:

File Name - name of the final merged irmap file and File Name+Frame number for the preliminary ir maps sequence.

Camera - select a camera object.

Step - increment for a frame number from 1 to 30?

Size % - size of the map in percent of the main render size from 1 to 100

Merge automatic - for auto or manual merge. Auto merge will start imapviewer.exe in command mode.


What do you think? Is it possible?

Post by Changa // Aug 20, 2007, 8:24am

Changa
Total Posts: 187
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Sorry, I forgot the menu picture:D

Post by weaveribm // Aug 21, 2007, 10:50pm

weaveribm
Total Posts: 592
Nice Changa, I'm interested in this irradiance-over-all-scene-elements function too, for Vray animations

You've made me realise while reading your idea that the reason why we need to have more than one irradiance calculation is because frame-based irradiance calculations must be ignoring the areas hidden by objects in the scene from the one fixed point of view of the camera. It's only because objects block the view of the camera to the areas hidden by those objects from the camera eyeball that more irradiance calculations must be handled. Graphics cards spend time calculating which hidden areas to ignore when rendering frames. Can't we just cut out the middleman and ask the cards to ignore the ignore calculations :)

Peter

Post by Changa // Aug 22, 2007, 5:08am

Changa
Total Posts: 187
pic
Weaveribm, I think your question should be better addressed to Vray developers and I am afraid that at the moment (for Vray 1.52 and erlier) the only thing can be done to decrease an overall time of the animation rendering with GI - to calculate summarized irradiance map using reduced size rendering from N camera positions, and then use this map for the final rendering of all frames saving time on Vray prepasses. We can do all above manually, but I hope it also can be automated.

Post by weaveribm // Aug 22, 2007, 6:26am

weaveribm
Total Posts: 592
Oops sorry Changa I was kidding only while knocking the idea around. Smileys mean I'm smiling to myself. Possibly inanely, you decide :)

Apologies, I'll start again :)

Automating general irradiance over a number of irradiance frames from a Workspace script. Great idea!

Could one send the camera around the scene and create irradiance files and sum over all the irradiance calculations files? Like those robot cameras they send down to inspect wrecks on the seabed

Can a camera take a snapshot (image/irradiance file) of a scene by way of scripting?

Goto XYZRxRyRz
ShutterClick
Until the whole scene is covered
SumIrradiance

Auto merge will start imapviewer.exe

Very nice!

Peter

Post by Changa // Aug 22, 2007, 7:41am

Changa
Total Posts: 187
pic
Could one send the camera around the scene and create irradiance files and sum over all the irradiance calculations files? Like those robot cameras they send down to inspect wrecks on the seabed




For a fly-through animation it does not require any special algorithms to inspect the scene. Since the camera path is ready we just need to choose every N frame for irradiance calculation (depending on the camera movement speed).
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