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Caching Final Gather and rendering the image passes

From: Rendering Interiors in 3ds Max

Video: Caching Final Gather and rendering the image passes

When we're constructing an interior rendering, anything we can Now I'll go into my render setup, and in here I'll scroll down My final gather cached.

Caching Final Gather and rendering the image passes

When we're constructing an interior rendering, anything we can do to save time and preserve quality is very valuable. I've fine tuned my lighting, materials and final gather, my bounce lighting quality. And I'm almost ready to render, however, I know I'm going to take a hit in time in rendering that animated camera. So what I'll do is look at caching that final gather and seeing if I can reuse it in here. I'll switch over to the animated camera, pressing C for camera and choosing camera ani. Now I'll go into my render setup, and in here I'll scroll down or roll up final gather in GI and look in the Reuse section.

What I'm going to do in here is to look at different ways of caching that final gather. There's a couple of different modes available when we choose to cache this, a single file and once per frame. The difference is fairly straightforward. If we're only animating a camera or running still images roughly in the same direction, we can use the single file option and cash the final gather once, and then recall it for all those frames. As long as the camera animation isn't too drastic, like flipping around a hundred and eighty degrees, this will work.

So this animated camera doing a slow dolly in and nodal pan to look up the stairs is ideal. If we have animated objects, we can cash this final gather once per frame. What this lets us do if we need, is to cash the final gather at a smaller size, for example, and project it onto a larger file, maybe working at 960 by 540 for a 1280 by 720 frame. I'll choose the single file only option, and what I'm going to do is in the final gather map, incrementally add those points and go in and name that file.

Right now it's called temp.fgm and I'll delete it by pressing X to delete, and then go in and name it. It'll browse out to the render assets, and I'll name this one lobby. It'll call it an FGM and it's not necessarily a map like an image you can read. Rather it's a final gather cache, and so it's simply a file to hold that lighting data. I'll click Save and check generate final gather map file now. My final gather cached. It didn't actually go through the rendering stage, because it was just for final gather.

The advantage in doing this is, is we can run our final gather with a much higher accuracy, because we're only doing it once and then save it and load that in. Loading in the same high accuracy final gather, time and time again. Now what I'll do, once I've run it, is drop down here under the final gather map section, and read the final gather points from the existing file. This is now reading that FGM I've cached, so when I go to render this particular frame, it'll jump straight into rendering. I'll show what this looks like.

I'll click Render Production, and re-render that daylight scene. As you can see, I didn't cache the global illumination, so it jumps into photon emission, and then will freeze for a sec, load the final gather, and jump straight into rendering. It's a much faster render. And even if it takes an extra hour in front to render the final gather, we get a time savings, per frame, of minutes possibly. And this really translates into a lot of time. Think of it this way. This animation has 72 frames. If I take that render time from eight minutes down to four minutes, times 72, I'm saving 288 minutes of rendering time.

Remember, when you are doing this the camera can't flip around drastically. And if your running just a single file, there can't be moving objects. If you need, you can cache that final gather once per frame and do it at a lower resolution and then open that or reload it when you are rendering the hi-res frames, and this is another way to same time. My render is done, and I'm looking at a much lower render time. This is 2:31 a frame, compared to nearly eight minutes previously. Caching the final gather has its advantages, where we can run it once very very high and then save it and reuse it time and time again to speed up our render time.

Just make sure you're very careful about how you're caching and what's animated or not in the scene. When you're ready to render out your passes then and render out your scene make sure you go into the render setup. And in the render setup, in the Common tab, bring that image size back up. Here it is at 1280 by 720. If I was going to render this full, I should make sure to cache that final gather full size, take the time hit once, and then render out those full frames with the correct lighting. In here, because I'm going to render an animation, I'll put it in as the active segment, one to 72, and scroll down and make sure that frame is named and has the correct extension chosen in the render output section.

I'm using OpenEXR files because I want the additional G-buffer channels of my material ID, object ID, z depth, velocity, transparency, and render node ID. Lastly, before you hit render, go into the Renderer tab and check on the sampling. Right now, we're dealing in a decent, but moderately low quality anti-aliasing. I'll boost this up to a quality of 0.75. It'll take a little longer per frame, but it'll get a better quality overall. You also may want to consider the blur you're using.

If you are applying depth of field in Post, you may not need the softness that a Gaussian blur gives, and you may be able to choose Triangle, for example, or a Box blur, for a quicker render. This may require some tests and is a great reason to run a test, get those G-buffers out, check how it looks all the way through Post and come back and use that to calibrate how much quality you're putting into your rendering. When you're all ready, you can hit render. Then relax, or render over night, and come back to a sequence of well constructed interior images.

Show transcript

This video is part of

Image for Rendering Interiors in 3ds Max
Rendering Interiors in 3ds Max

42 video lessons · 2115 viewers

Adam Crespi
Author

 
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  1. 3m 54s
    1. Welcome
      46s
    2. What you should know before watching this course
      20s
    3. Using the exercise files
      2m 48s
  2. 43m 2s
    1. Assessing the design possibilities
      3m 53s
    2. Changing the rendering engine
      1m 57s
    3. Creating basic paint sheen and colors
      8m 58s
    4. Adding luster to wood
      7m 43s
    5. Polishing metals and metallic finishes
      9m 16s
    6. Making glass and tile sparkle and shine
      11m 15s
  3. 19m 1s
    1. Creating the Daylight system and positioning the sun
      6m 23s
    2. Softening the sun and shadows
      3m 17s
    3. Adjusting the Photographic Exposure for stylized imagery
      4m 36s
    4. Using global illumination and Final Gather to change the lighting
      4m 45s
  4. 25m 22s
    1. Casting light from interior fixtures
      7m 24s
    2. Lighting from pendant fixtures
      5m 0s
    3. Adjusting the sun for a dusk shot
      2m 23s
    4. Adjusting luminous and lit surfaces
      7m 41s
    5. Fine-tuning Photographic Exposure for dusk
      2m 54s
  5. 13m 23s
    1. Adding the Physical Sky shader and Photographic Exposure
      2m 5s
    2. Creating Sky Portals by direction of light
      3m 39s
    3. Testing the luminance and balancing the lighting
      3m 16s
    4. Adding interior-lighting accents
      4m 23s
  6. 34m 7s
    1. Creating an ambient-occlusion override material
      5m 19s
    2. Creating an ambient-occlusion rendering pass with custom materials
      7m 22s
    3. Lighting a custom specular pass for sparkle
      6m 16s
    4. Setting up custom masks for compositing flexibility
      5m 50s
    5. Fine-tuning Final Gather and lighting
      3m 36s
    6. Caching Final Gather and rendering the image passes
      5m 44s
  7. 31m 33s
    1. Importing the imagery and arranging the layers
      4m 45s
    2. Setting blending modes and adjusting opacity
      4m 49s
    3. Fine-tuning color using rendered masks
      6m 59s
    4. Adding depth of field
      7m 44s
    5. Putting on the final polish with glinting highlights and glow
      3m 28s
    6. Rendering the composited images
      3m 48s
  8. 30m 28s
    1. Importing the imagery and arranging the layers
      3m 48s
    2. Setting blending modes and adjusting opacity
      3m 55s
    3. Fine-tuning color using rendered masks
      7m 10s
    4. Adding depth of field
      5m 44s
    5. Putting on the final polish with glinting highlights and glow
      4m 5s
    6. Rendering the composited animation
      2m 55s
    7. Viewing the final rendered animation
      2m 51s
  9. 43s
    1. Next steps
      43s

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