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Creating final gathering maps for animation

From: Lighting and Rendering with mental ray in Maya

Video: Creating final gathering maps for animation

When working in a scene that uses Final Gathering lighting and an animated camera, there are some techniques that you can use to help optimize the rendering when you're reusing the Final Gathering Map. So, I have a scene here, and the camera is actually rotating around this object. In my Render Settings, under Indirect Lighting, I have Final Gathering activated. So, when I render the scene, it looks this in the start frame in the beginning of the animation.

Creating final gathering maps for animation

When working in a scene that uses Final Gathering lighting and an animated camera, there are some techniques that you can use to help optimize the rendering when you're reusing the Final Gathering Map. So, I have a scene here, and the camera is actually rotating around this object. In my Render Settings, under Indirect Lighting, I have Final Gathering activated. So, when I render the scene, it looks this in the start frame in the beginning of the animation.

So, this is what it looks like. So, what I like to do is save a Final Gather Map from the scene. The problem is since the camera is moving. If I create a Final Gathering map on frame 1, remember that Final Gathering points are actually created by the camera. So they're shot into the scene. So I can reuse that map for frame 1, but as the camera moves around, that map is not going to be useable in subsequent frames. So, one of the things that I can do is, under Final Gather Map, I have this set to Rebuild.

So I'm going to create a Final Gathering Map file. So, I'm going to call this animFGMap. I'm going to turn Rebuild on. I'm also going to enable the Map Visualizer. I'll create a render. So, here is our render from camera one. If I look in the scene, you can clearly see the Final Gathering points. I'm going to turn off the visibility of polygons, so that we can see what the Final Gather points look like.

So, you can see, as the camera moves in this scene, if I decide I want to reuse this map on subsequent renders, it's not going to work very well when the camera is over here. It's going to look somewhat strange. So what I can do is I'm going to create a Final Gather map that takes advantage of different positions of the camera in the scene. Really, the whole point of creating and reusing Final Gather points, you don't have to do this for every time a scene is animated, but it can help out in making the render a little bit faster, and also if I reuse the map, especially in complex scenes, and the render crashes for some reason, at the very least I save myself the trouble of having to recalculate Final Gather for every time I render each frame of this scene, and just reuse that map, and I can just render the rest of the scene separately.

So, what I'm going to do is I'm actually going to move the camera to a different spot, let's say about frame 30, and I'm going to set Rebuild to off. This can be a little bit confusing because what this really means is that it's going to reuse this map. But if it needs to create additional Final Gathering points in this scene, when this is set to Off, it will create those points and add them to what's already created and stored in this map. So, if I go into the Render view, and I'll render again from camera1, I'll store this, and if I look back in the scene, now you can see how I have more points added to the animation.

So, I have from this angle, and from this angle. So now I'm going to set this to about frame 50, create another render. You can see, now I have a third set of Final Gathering points. I'll go to frame 70 and create another render. I have a fourth set of points. I'll go to the end of the animation. So, now I have a Final Gathering map that covers, essentially, every view of the camera.

So, when I'm ready to create a batch render of this animation, I'm going to set Rebuild to Freeze. When this is set to Freeze, no matter what, no additional Final Gathering points will be added to the scene. So, it's going to use exactly what it has. When I render a batch render, it's going to use this map, and exactly these Final Gathering points. This can save a little bit of time. You could also set this to off, and then it will just add the points that it needs while it's rendering the animation, as well as using the points that are in here.

These are just ways to cut down on the render time when using Final Gathering. Also, it's sort of an added security blanket to protect against having to re-create a lengthy render if the render crashes during a batch render.

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Image for Lighting and Rendering with mental ray in Maya
Lighting and Rendering with mental ray in Maya

59 video lessons · 7897 viewers

Eric Keller
Author

 
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  1. 3m 46s
    1. Welcome
      1m 32s
    2. Using the exercise files
      2m 14s
  2. 19m 8s
    1. What is a CG light?
      1m 22s
    2. Types of CG lights
      10m 55s
    3. Direct lighting
      4m 48s
    4. Indirect lighting
      2m 3s
  3. 53m 20s
    1. Decay rate
      6m 30s
    2. Previewing lighting and shadows
      2m 37s
    3. Creating depth map shadows
      1m 57s
    4. Troubleshooting depth map shadows
      2m 38s
    5. Shadow map overrides
      5m 30s
    6. Using the shadow map camera
      5m 31s
    7. Saving and reusing shadow maps
      2m 48s
    8. Creating raytraced shadows
      1m 56s
    9. Adding softness to raytraced shadows
      3m 42s
    10. Creating area light shadows
      5m 11s
    11. Sample: mental ray area light
      4m 23s
    12. Setting area light visibility
      8m 7s
    13. Creating soft shadows with spot lights
      2m 30s
  4. 43m 35s
    1. Setting global illumination for interiors
      2m 33s
    2. Tuning global illumination
      5m 56s
    3. Global illumination photons
      1m 12s
    4. Activating caustic light effects
      3m 28s
    5. Tuning caustic settings
      3m 35s
    6. Setting caustic light effects on metal
      2m 35s
    7. Using final gathering for indirect lighting
      2m 9s
    8. Tuning final gathering
      4m 2s
    9. Reusing final gathering maps
      3m 21s
    10. Adding light with shaders
      5m 27s
    11. Creating final gathering maps for animation
      4m 26s
    12. Combining final gathering with global illumination
      4m 51s
  5. 1h 2m
    1. Activating the Physical Sun and Sky network
      2m 33s
    2. Tuning the Physical Sun and Sky settings
      7m 18s
    3. Applying physical light shaders
      8m 54s
    4. Applying image-based lighting
      8m 57s
    5. Tone mapping
      6m 23s
    6. Applying portal light shaders
      7m 45s
    7. Creating light beams with participating media
      10m 9s
    8. Adding depth of field with the Bokeh lens shader
      10m 39s
  6. 48m 21s
    1. Introducing render layers
      6m 13s
    2. Creating render layers
      4m 28s
    3. Splitting a scene into render layers
      15m 36s
    4. Applying render layer presets
      7m 47s
    5. Setting render layer overrides
      7m 7s
    6. Creating render layer composites
      3m 52s
    7. Organizing renders with tokens
      3m 18s
  7. 42m 24s
    1. Introducing render passes
      2m 56s
    2. Comparing render passes and render layers
      6m 44s
    3. Editing render passes
      10m 41s
    4. Using appropriate materials
      5m 51s
    5. Batch-rendering passes
      5m 56s
    6. Compositing in After Effects
      6m 41s
    7. Rendering the EXR image format
      3m 35s
  8. 23m 3s
    1. Anti-Aliasing Quality
      6m 44s
    2. Setting color profiles
      2m 53s
    3. Diagnosing raytracing
      5m 7s
    4. Adjusting motion blur
      6m 57s
    5. Finding mental ray help
      1m 22s
  9. 21s
    1. Goodbye
      21s

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