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Rendering a Fly-Through Animation with V-Ray and Backburner using GI

V-Ray is an incredibly powerful rendering engine, but with it comes long render times - especially when rendering animations. This guide is written to help you minimise the waiting time by using network rendering in 3ds Max. This guide can also be applied to non-network rendering by simply unticking the "net render" box in the common tab of render settings.

This tutorial is very useful and shows you how to set up the light cache and irradiance map properly, but it's missing a few vital steps that I will go through in detail.

The first thing to note about using Global Illumination is that you can't use the 'incremental add to map' methods when rendering on multiple machines. (Stick with me if you don't understand that, there are pictures to show what I mean.) This is because only one pc can save the file at one time, so multiple machines simply overwrite each others data.

The solution to this is relatively simple to set up:

Firstly the Light Cache needs to be rendered and saved to disk.
Secondly the Irradiance Map needs to be rendered and saved to disk.
Thirdly, the final animation can be rendered pointing to these two files.

Luckily, this can all be automated using Backburner.



Setting up the Light Cache

Setting up the Light Cache
Setting up the Light Cache
Setting up the Light Cache
Setting up the Light Cache


Setting up the Irradiance Map

Setting up the Irr Map
Setting up the Irr Map
Setting up the Irr Map
Setting up the Irr Map
Setting up the Irr Map


Setting up the Final Render

Setting up the Final Render
Setting up the Final Render
Setting up the Final Render
Setting up the Final Render

Your animation should now be set up to render on Backburner using V-Ray GI. This sounds quite complicated at first, but it's easy to set up, reduces render time substantially and stops that horrible GI flicker if you were to calculate GI on each frame.

Thank you for reading this, and I hope you will find it useful.

Tutorial written by Tim Hawker. If you have any questions please leave a comment.