and then the dist systems pick up the task only during the IM stage. This seems to be because the LC only uses my system to compute. However, this means that the distributed systems don't help with the render until I'm over 3/4 through the frame. 1.4 The irradiance Map 1.5 Light Cache 1.6 Brute force 1.7 Environment Lighting 1.8 DMC(deterministic Monte Carlo) sampler 2 VrayRT 3 Material 4 Map 5 Camera 6 Light 7 Vray Frame Buffer 8 render elements.Render setting/split render channels.check Save separate render channels,Save RGB, Save alpha, Browse rendering passconpositing. With this new method, it creates the LC + IM at the same time. Global Illumination Kim sot ti a cc la chn GI v kh nng s dng cc cng c Light Cache v Irradiance Map cng vi Brute Force. I can render the LC but it won't render the IM. The pc's would pick up each incremental frame quickly. In my previous method, I'd create the LC. It's taking a lot longer to create the cache's The light cache info is saved into the IM file We have a load of 3.6 jobs on the go so can't risk downgrading now. That Irradiance maps and Light Cache combo is on its way out.
![brute force or irradiance map vray 3.6 brute force or irradiance map vray 3.6](https://docs.chaos.com/download/attachments/64595000/SketchUp_VRay5_Settings_IrradianceMap.png)
+ In the light cache section I set it to from file and load the LC Now on Vray 3.4 (3.6 is slow to start rendering once you hit the big red button, so I don’t like it) I have followed discussions on improvements to say, Brute force and Progressive rendering and guys are of the opinion that it’s the way to go.
#Brute force or irradiance map vray 3.6 manual#
+ Didn't want to see render tests so left 'Don't render final image' ticked (as I'd done manual tests) I went ahead and went onto the next step anyway. I tried the above a few times and I got the same result. I saved the light cache file and it was just over 1gb. even though I have the timeline at frame 0 This is showing the last frame of the animation. As you can see I'm not getting the usual use camera path action. I first thought something was odd when rendering the light cache because what I'd usually get is something like this: This is from the chaos site and happens when use camera path is ticked. + In GI - Set to Light Cache & Light Cache They have always given us perfect results. I don't know if there's a bug in 3.6 or the process has changed since 3.4 but here are the steps we have always taken. Will they work with 3.4? This is the first animation we've put onto render with 3.6. If we have to go back to 3.4 we will but we have got a few jobs in the works using 3.6. The scene is rendering statics absolutely fine. So, I either need to an answer to fix my issue using my method below OR an alternative method while the process below that I've used for years is figured out. I was expecting/expected to get the ball rolling on this render over the weekend.
![brute force or irradiance map vray 3.6 brute force or irradiance map vray 3.6](http://www.aversis.be/tutorials/vray/images/free-vray-20-rollouts-explained/big/vray-rollouts-14.jpg)
I consider the settings to be quite high for both. As you can see the brute force method is very noisy and the irradiance map method is very splotchy. I am running a test, the scene is only lit via Vray sun, so there are dark areas. I need to render an animation for a client ASAP but can't. Interior render - Brute force vs Irradiance map 28-03-2011, 01:06 PM.