I have a request of my client to make a interior animation of a large and complex project.
My experience with rendering interior stills is, that this is more time consuming than exterior rendering.
Therefore I doubt that I can live upto the expectation of my client to deliver on time.
Try to avoid the use of source lights and if you need some use luminous polygons.
I think there are a few of us waiting for the ability to bake the lighting into a model, but I remember reading in an earlier post that luxology needs to create some magic in the background before this can be implemented in mstn.
In the mean time, as already suggested, reference your model without lights into a blank file and create some low poly geometry. Apply an invisible glow material to fake lighting.
Using glow will definitely speed up your render time if you had a large store model with hundreds of lights it would be slow to render using a ceiling material in the below example and an amount map I was able to render this in less than a minute. I also added glow to the food in the back cases so they would appear to be lit.
This looks promising!
One question: what can I understand by 'amount map'?
isn´t it so that Luxology (since SS1 Beta3) can build the whole animation based on the irradiance cache of the first rendering?
I attached a screenshot of the .pdf-file Microstation published about that feature.
While I didn´t made an animation for the last 2 years I never tried it out.
The irradiance cache is re-used between animation frames when only the camera is animated. This helps significantly with rendering performance
and what about actors wich are not animated by keyframing?
Here is the pattern map and amount map for the ceiling material I used if you want to give it a try.
If any object is moved the irradiance cache has to be rebuilt. If its not you will get shadows occurring where the elements were before they moved.
The reuse of the irradiance cache is automatically setup by the animator depending on what is animated.
now it´s clear for me.