Ornatrix with Vray and cached GI solutions

 
 
 
Posted by:Chen
Data created:16 April 2012

I'm trying to render ornatrix hair using a GI solution, but the hair comes out without GI information. All of the shaded parts are completely black.

I've checked my solution and it seems ok. Also, when I render the hair without reading from a GI solution (GI is rendered with the hair) it comes out ok. So it seems like it is having a problem reading and applying the solution to the hair. Every other element in my scene also renders correctly with the GI solution.

My VRay setup for this pass is an Irradiance Map for Primary bounces and none for secondary (since it's being calculated into the IM beforehand). Irradiance Map is set to Animation (Rendering) mode and Sample Lookup is set to Overlapping.

I'm using Max 2011, VRay 2.20.03 and Ornatrix 1.8

Thanks in advance!

UPDATE:

So I built my scene again from scratch, and this time I've set the Sample Lookup to Density Based. I rendered the hair in isolation and the render came out fine with seemingly correct GI. I then switched the Sample Lookup to Overlapping, and now the hair renders without GI like before. The weird thing is that when I switched the Sample Lookup again back to Density Based, the render was stupid slow! The first render with Density Based took about 57 seconds, the third Render (After I switched back to Density Based again) went on for about 2 minutes before I finally shut it down because not a single bucket was completed.

Hi Chen,

Thanks for the detailed info. We are taking all this into account and trying to figure it out.

Marsel Khadiyev (Software Developer, EPHERE Inc.)

The irradiance map will not work well for hair; you won't be able to get rid of the flickering easily. Brute force for primary bounces and light cache for secondary with retrace threshold enabled will work best. If you want to use irradiance map for the rest of the scene, but brute force GI just for the hair, then you can turn off the "use cached GI" in the hair material.

 

Best regards,

Vlado

 

Thank you both for the resoponse.

It seems like brute force proves to be way too slow for this project, so I'm setting specific lights for the hair. One problem I'm having with this is that it seems like the hair does not play well with exclude/include lists. It ignores exlude lists and renders with lighting anyways. Include lists don't seem to work either. 

You are right about the include/exclude list; will try to think of a solution for it - how urgent is this?

Best regards,

Vlado

The hair can be rendered in a separate pass, so it's not really a show stopper. There's no real urgency, but it's certainly an issue that I would appreciate being solved.

Also, I would like your input on the scenario that I described earlier. It seems that rendering the hair with IM using Density Based sample lookup, worked fine once. Any subsequent renders were seemingly stuck (very slow progress, if any). Opening the scene again repeats the cycle. GI solution or any other render settings were left untouched between renders. 

Hi,

sorry to bring this thread back but I'm facing the exact same problem. Rendering fur in brute force is too long, and pushing the irradiance map to its limits is nearly not flicking, faster than brute force nevertheless, but it would be great if vrmap blending was possible, since low frequency noise is still very present at one map per frame."Animation (rendering)" mode get stuck when it reaches some hair elements, and finally outputs black hair.

Thanks,

Paul.

Unfortunately, I have not recieved any updates on this issue as of yet. 

As a workaround, I've refrained from using GI with VrayOrnatrixMod and instead created light rigs for each of the hair models. The light rigs contain Standard Spots all around the hair that act as a light dome (fake GI), a couple of lights that are positioned opposite of the camera on either side of the hair object, which act as Rim Lights, and finally, a Key light for direct light.

I also used 4 Vray Light Select Elements for each of the lights. One for the Key, another 2 for each of the rim lights and and one for the Spots that act as the light dome. This way, the hair can be constructed from scratch in Post and you have complete control over the lighting of the hair post render.

We've used this technique in our studio for a couple of projects already and it proved to be pretty successful.

Of course, real GI would probably be suprerior and so I still wait for this issue to be resolved.