Happy New Year.
After 8-10 hours of tests and renders I’m still not much closer to creating a successful camera animation of an interior lit with GI. I have read the documentation and watched various tutorials. These have helped, though many are for earlier versions of C4D. I’m using R14 Studio.
I initially tried using IR and Radiosity Map caches, and that worked when rendering an image sequence on a single Mac Pro. But when I tried a Net Render there were huge shifts on the frames rendered by different machines. I did everything I could think of to make sure the proper illumination IR and Radiosity Map cache files were visible on the Net Render server, but, judging by the results, the client machines didn’t see them. The documentation isn’t very clear regarding this, and the most recent tutorial here about GI says there’s a separate tutorial about Radiosity Maps. I’m not seeing it, so I assume it hasn’t been produced.
So after reading the GI thread started earlier this month by JR01 I thought I’d try baking the illumination to the elements in the room. Unfortunately, those results are less than ideal. Even with a very high sample count and cache settings I’m getting some nasty dark artifacts over the baseboards in the corner.
This link shows three renders and the GI setting used; the PNG is too big to attach, and shrinking it down would have made it too small to see the menu grabs:
http://www.marshall-arts.net/Support/GI_Bake_ArtifactsREV.png
All of the GI in the renders used IR+QMC (Still Image), Diffuse Depth of 1 and Primary Intensity of 174%. I have spotlights outside the windows pointing into the room and a wall behind the camera to bounce the light.
The top image is a standard GI render of the whole room. There are some light leaks, but I can live with those. I want that kind of blown-out look to replicate a camera.
The middle image uses the same GI settings, but is closer on detail in the corner.
The bottom image is a standard, non-GI render in which the walls, baseboard and shoe moulding have been baked with illumination enabled (other elements are dark because I didn’t bake those). Notice the dark blotches above where the baseboard meets the wall. The texture maps are rendered at 5000 pixels square. I tried bumping that to 10,000 pixels square, but the similar artifacts are evident.
The documentation for object baking says to crank up the samples to 400, which I’ve done here. It also says to use Delaunay High for Record Density and Delaunay for Interpolation Method. Those settings looked horrible when baked, so I’ve used High and Least Squares for those settings here when baking. At various points I tried High (Details) and Weighted Average, but that didn’t help. I’ve tried bakes with Distance Map, Check Record Visibility and Details Enhancement turned on and off, with no visible improvement. If I lower the smoothing the artifacts remain but become sharper.
I’m about at my wit’s end. I could probably fake the GI through lighting or live with the artifacts or play with the geometry of the walls, but I was really hoping I could just select the objects to bake, let it churn away for an hour or so to bake the textures (then go back in to add back the specularity and reflections to the new materials) and have my scene ready to go, suitable for a fast render.
Any suggestions or tips would be greatly appreciated. Maybe I’ve missed a setting. I’ve posted a zipped scene file here:
http://marshall-arts.net/Support/GI_Bake_Test.zip
It’s around 20MB because it includes the three 5k PNGs I baked.
Thank you.
Shawn Marshall
Marshall Arts Motion Graphics