Network rendering and GI cache
Posted: Sun Jan 15, 2012 8:28 am
was looking into a GI cache over BNR net render......
checked out the network rendering tutorial....mostly referred to 'share for all frames' mode...
problem here is, my scene is a day to night animation...with flickering light that comes on during the night....so i'm thinking i need at least time interpolation
I don't see anywhere how to bake radiosity for that....
so i thought of path tracing....as it said in the tutorial....
"Path tracing can also be used on farm. It does not use photon maps so there is one thing less to worry about. If you are using Cached Irradiance then you should first make a preredner pass. If you are not using Cached Irradiance then you don't need to do the prerender pass."
i would like to use cached irradience.....How do I do a prerender pass using path tracing?
Thanks
Mike
checked out the network rendering tutorial....mostly referred to 'share for all frames' mode...
problem here is, my scene is a day to night animation...with flickering light that comes on during the night....so i'm thinking i need at least time interpolation
I don't see anywhere how to bake radiosity for that....
so i thought of path tracing....as it said in the tutorial....
"Path tracing can also be used on farm. It does not use photon maps so there is one thing less to worry about. If you are using Cached Irradiance then you should first make a preredner pass. If you are not using Cached Irradiance then you don't need to do the prerender pass."
i would like to use cached irradience.....How do I do a prerender pass using path tracing?
Thanks
Mike