Thursday, November 18, 2010

Notes 02: Final Gathering

1: Default FG, no extra light here as the camera here adds the light bounces n colour bleeding that is required

















2: increase the diffuse bounces
















3: increased accuracy

















Point density - density of each of the ray of light
Point Interpolation - increasing this can increase the smoothness of the shadow (must be careful with this)
ZPrimary Diffuse Scale - another way to brighter the overall effect (works with colour swatch, better with HSV value)
Secondary Diffuse Scale - has the same value but brightens the secondary bounces


8 changed the V value to 1.1, increased the calue of point density
















FG MAP - fg map, rebuild on,
name the primary final gather file
create a test render
wen we go back to our scene we can see a 3d FG reperesntation of the scene which comes out of the camera


to use the map, switch off rebuild
this decreases the render time by a lot :D

USing a FG map in an animated scene

1: create the FG map settings
2: Render
this creates the FG map for that secne (the FG map changes from one frame to another cause since the camera is moving it only stays per frame)
3: Now again go to somewhere later shot and render again ( what this does is add up new maps to the already existing ones like more stuff, so we can use this detail for this and all the other frames in between)
4: Repeat the process. Then when batch rendering this set the Rebuild to Freeze (so then it does not create any more details on the map etc XD )

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