The Reuse rollout gathers together all controls for generating and using final gather map (FGM) and photon map (PMAP) files, and adds the ability to reduce or eliminate flickering in rendered animations by interpolating among final gather map files.
Calculating final gather and photon map solutions often requires extensive calculation, so, when appropriate, caching the solutions as separate files can save a great deal of rendering time, especially when re-rendering an animation after, for example, adjusting the camera. Using cached solutions can also save time when rendering over a network; you can generate the cache files once, and then make them accessible to all machines on the network so they can dedicate themselves to the work of simply rendering the frames.
For FGM files, you can choose to accumulate all final gather map points into a single file, or generate separate files for individual animation frames. With the latter method, you can then reduce animation flicker by interpolating among the map files when rendering.
To generate and then use a final gather solution when rendering a still image or walkthrough animation:
This method uses a single final gather map file and is best for when objects don’t move in the scene.
This automatically sets the default file name and path. You can use those, or change them by clicking the (Browse) button next to the file name field.
3ds Max calculates the final gather solution for all frames and saves it to the specified file.
Now, as long as you don’t change the lighting or move objects in the scene, you can re-render as many times as you like without having to recalculate the final gather solution, thus saving a significant amount of rendering time.
To generate and then use a final gather solution when rendering an animation with moving objects:
This method uses multiple final gather map files and is best for when objects in the scene move during the animation. You can minimize final gather flickering by interpolating among the final gather solutions.
When rendering an animation that contains both a moving camera and moving objects/lights, a special option is available for projecting final-gather points from regular intervals along the camera path; see step 1.
This automatically sets the default file name and path. You can use those, or change them by clicking the (Browse) button next to the file name field.
3ds Max calculates the final gather solution for each frame and saves it in a separate numbered file (for example: temp0000.fgm, temp0001.fgm, and so on).
This value determines the number of frames before and after the current frame over which the interpolation occurs. For example, the interpolation for frame 5 with Interpolate=2 uses the cached final gather solutions for frames 3 to 7, inclusive.
The higher the Interpolate value, the greater the flicker reduction. However, if objects and/or lights move very quickly during the animation, a high interpolation value can reduce the accuracy of the final gather solution.
Now, as long as you don’t change the lighting or the way objects move in the scene, you can re-render as many times as you like without having to recalculate the final gather solution, thus saving a significant amount of rendering time.
Typically the single FGM file generated with this method is significantly larger than the files created with the One File Per Frame method (see following).
For best results with this method, generate the FGM files first, then, before rendering, choose the Read FG Points Only option and specify an interpolation value.
This saves FGM files only if the Final Gather Map Incrementally Add FG Points option is active, and PMAP files only if the Caustics And Global Illumination Photon Map Read/Write Photons option is active.
Alternatively, use the respective Generate [...] Map File Now buttons.
This setting is available on the Rendered Frame Window as Reuse Lock Final Gather.
To reduce or eliminate final-gather flickering in rendered animations, use this method with the interpolation option (see following).
For example, if this setting is 2, then mental ray uses for the current frame the average of the final gather solutions from five final gather map files: the two frames preceding the current frame, the current frame, and the two frames following the current frame.
If Final Gather Map is set to Off (Do Not Cache Map to Disk), specifying a map file name automatically chooses the Incrementally Add FG Points To Map Files option.
If no file name is currently specified, the software fills in this field automatically with the default path and the file name temp.fgm when you choose the Incrementally Add FG Points To Map File or Read FG Points Only From Existing Map Files option (see preceding), or by turning on the Rendered Frame Window Reuse group Final Gather checkbox.
If Mode is set to Single File Only, mental ray saves all final gather points to the same file. If Mode is set to One File Per Frame, however, clicking this button generates a separate FGM file for each animation frame.
To reduce flicker when rendering an animation, use this function first to generate a separate final gather map file for each frame, choose Read FG Points Only from Existing Map Files, and specify an interpolation amount greater than 0 before rendering.
The choices are as follows:
For example, if the active time segment is 0 to 100 (the default), and you choose Every 5 Frame(s), the output is [file name]000.fgm, [file name]005.fgm, [file name]010.fgm, ... [file name]100.fgm.
This option is most useful when Mode is set to Single File Only, for example, to bake every fifth frame into one file. Alternatively, you can use it to generate FGM files for interpolating final gather solutions in an animation, but the scene doesn’t change very much throughout the animation.
These controls tell mental ray how to calculate and use photon map files for indirect illumination. These controls are available only if Caustics or Global Illumination is enabled on the Caustics & Photon Mapping (GI) rollout.
Choose the method for generating caustics and photon map files:
Before using this option, click (Browse) and provide a name for the PMAP file.
Before using this option, click (Browse) and provide a name for the PMAP file.
Click to display a file selector dialog, which lets you specify a name and path for the photon map (PMAP) file. This automatically turns on Read/Write File.
After you use the (Browse) button to specify a photon map file, this field displays its name and path.
Click to delete the current PMAP file.
Processes the photon-mapping pass for all animation frames (as specified in the Common Parameters rollout Time Output). Generates the photon maps to the specified file without rendering the scene. To reduce flicker when rendering an animation with a networked render farm, use this function first to generate the GI solution for all frames, and then make sure Read/Write File or Read Photons Only from Existing Map Files (see preceding) is on before rendering.