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subisan

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  1. No windows to the outside where I'm at and just dim halogen track lighting. I love it.
  2. I know I could achieve similar results without using GI, but I just wanted to use it I guess haha. Rendering without GI is def. problem free, so NOT using GI is also an option. I don't have any problems inside the scene, i was merely wanting to figure out GI within Cinema4D in depth, I'm wanting to really disect it's settings and see the results. I know that it's gonna take forever for a solid GI render, but my main question was on adjusting the number of passes as you can in Maya (my native software) and that question has been answered thankfully! The purpose of this thread now is fine tuning Cinema's GI for certain uses; final render, previews, etc. I really want to find out how close I can get to a "final render" without waiting 70+hours; decent client ready previews without flicker and such. I'm just looking for efficiency within the GI settings because time is money with client work! I'm going to focus my time tomorrow on figuring out what settings prevent GI flickering. And hopefully my render will be finished and look great! haha drew
  3. I'm rendering everything in separate passes, I should have stated that earlier. I absolutely LOVE C4D's compatibility with AE! Here's my passes: I just rendered a 31 frame test with the following GI settings: -Fail -Animated camera and geometry -31 frames -33:30 for GI prepass -2:06:00 total render time w/prepass This test is a full on fail. Tons of GI flickering/scattering and the shadows were terrible at best. What's strange is that there are frames that rendered as they were supposed to. It seems the bulk of the flickering is happening in reflections and GI bounce on geometry. I should also add the geometry I have in the scene is extruded text, so it's not complex at all. Non-reflective geometry had no flickering at all and looked as it should. So, one could use the above settings in a non-reflective scene for incredibly faster render times. The original render is still chugging away on another machine and probably will be through the night (it's been at it for about 23hrs so far), but I'm anxious to find out the final results. I will get to the bottom of this! Thanks for everyone's input and help so far, it's greatly appreciated! drew
  4. CS4 is def. a nice upgrade from CS3, lots of nice subtle additions.
  5. I'm rendering IR+QMC (Full Anim), because to my understanding is the ONLY sure way to a solid GI render with an animated camera AND objects. You can get by with doing IR+QMC (Camer Anim) ONLY if your camera is animated and nothing else in the scene is. I am rendering AO with GI, but all of the flicker I've experienced has been GI related.
  6. That was part of the question, as Maxxon has done an Autodesk/Maya job of explaining everything GI related lol. I'm stoked to know that there is a way to decrease the number of passes because 13 GI passes seemed a bit excessive. Now that I know what these are and what they're respective values mean, I can further tweak my renders and their times. I would post my scene if it was a personal project, but I can't post work related scenes.
  7. Thanks, you guys are amazing!! This is crucial info, I'll post up my findings shortly! I just tried rendering to .iff's instead of quicktimes and there was no difference in rendering times. If I had a farm that would rule, but I have but one machine haha.
  8. Yes, I'm rendering to a .mov. Awesome, I'll give it a shot and post my findings!
  9. Ok, the confusion ensues..... The passes seem to be totally random and not increasingly intensive, I can't make anything of it. The render is currently on Pass #5, the fourth pass took only 20min. I watched pass #4 start and BLAZE through all the way to the last frame, which then took 20min. to complete. Here's the latest screen shot of the GI Pre-pass update window: (pay attention to the "Prepass Time" in this grab and compare it to the previous post)
  10. I'll start off by saying C4D is a great product and I'm stoked to be using it. Before I get into the problems at hand, here's the stats on my system: BUT, I'm running into some serious issues with global illumination rendering. Before I actually learned the proper way to render with GI I just left the "GI Mode" setting at "Still Image" with all of the other settings to default as well. My stills were coming out great, so (like the Maya user I was lol) I kicked off a full res preview to render overnight. The next morning I had all kinds of flickering and outright nasties in the shadows as well as the GI bounce on the geometry. Needless to say I was upset and knew I had to dive deeper into the GI settings, so I did some research on the ole internets and found this amazing blog. http://mvpny.com/R11...rial_Part1.html Thanks to Michael Vance, everything I needed to know about rendering with GI (still and animated) is located here....or so I thought. I encourage all of you guys and gals to check that link out, it's super awesome. So I dove back into my scene and tweaked my GI settings appropriately to remove the flickering and nasties. Mr. Vance warned me in his blog that rendering animated GI scenes is very intensive and WILL take some time to calculate. But because I'm able to SAVE the illumination pass and use it to speed up my renders from here on out, why not kick a render off, right? I sat and watched the first of 13 "update passes" and it took about an hour to crank out at an average of 7sec. per frame. I calculated 15 hours for the entire render; painful, but acceptable for an overnight render as it should be done when I arrive at work in the morn. NOPE! 16 hours into the pre-pass and it JUST finished "update pass" #3....10 more passes left.....ouch. I guess each GI pass gets more and more intense, making it impossible to calculate a ballpark estimate. GI Pass #4 just started and it's taking ~10min. per frame, that's up from 7se. on the pass #1. KEEP IN MIND IT HAS TO DO 13 PASSES!!! We're getting to the question at hand. Why is there no way to turn down the amount of GI Passes?? In Maya, this can be done, so I figured it would be SOMEWHERE in C4D....but it's not. I'm letting the render go because I don't have a choice and my deadline is a ways away. Also, since I can save and re-load the GI pass, that will allow me to do minor tweaks without making this pass completely useless. Another reason this is taking entirely too long is that C4D is this: C4D saves a ".gi" file for each frame in the pass and that file keeps being overwritten as each pass becomes complete. BUT BUT BUT!!!! When the final frame of each pass is complete, C4D decides to make "Block" files....I have no idea why C4D is writing these files as they're not frames and they disappear and start again when the final frame of the pass is complete. And I KNOW when the GI pass has been completed, C4D is has to combine all of these .gi frame files into one .gi file. It's exactly like Vue7, if any of you have experienced the nightmares of that software haha. Hopefully some of you can shed some light on this, or if any of you have been through this experience in C4D r11, POST UP! drew
  11. I had a feeling this was the response I was going to get....crap, well thanks guys! Z-Blur looks like it works pretty well, but does it work 110% with alphas? I don't want to spend $80 bucks on a plug-in that I'm not going to use. Thanks guys Drew
  12. Just starting to dive into Cinema 4d, I've always been a Maya only dude, but in the motion graphics industry it just seems 4D is the best choice! So far I've been super stoked about the software and it's willingness and ease in accomplishing normal and complex tasks. Anyways, I'm in the middle of a 2.5d project for a client and have done the first one in AE, as I usually do, but I wanted the ease of a real 3D working space, so I'm trying it out in C4D. Creating image planes is no biggie and getting them to display properly with an alpha channel is also easy, but when I apply the effect 'depth of field' in C4D, the boundaries of the image are visible. I've searched the forums and the software for help, but am totally stuck. Here's what I'm talking about if I'm being vague and unclear. Notice the "bounding box" of the front image: If it can't be fixed, I'll just do the rest of them in AE, but I was really excited to use C4D!!!
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