i did some fg animation tests the last time to find a way to render dynamic gi in mr flickerfree but with good rendertimes.
the fg_shooter shader is a newer addition to do this so i created a testscene. it is a simpler one of an archvizscene we had some troubles to render flickerfree gi with vray. vray failed in this and alot of other scenes because the rendertime skyrocket also with interpolated gi (rendertime was about 7 to 15 hours per frame in 720p). alot of indirect light does not work very well in vray, except you use brute force, but brute force tends to render 30 hours per frame in 720, so its not an option (mr brute force will be faster here, but also not fast enough, as a sidenote).
this is a rendering with moving sun and also some moving objects (sorry for the bad hoster):
http://www.file-upload.net/download-448 ... g.rar.html
the settings are for fg: 150rays, 50 int points, fg distance min0/max100 density of 1,5 and 2 diffuse bounces.
physical sun/sky and portal lights for the windows. rendertime was 50 min on my i7 3930k.
unified was set to min1/max32 and quality of 2 and motion blur enabled.
in addition to the rendercam i have 4 cams in the scene which are slighty moved from the rendercam and pointing in different directions(only slighty different from the rendercam).
these cams have fg_shooter as lens shader applied. with this shader fg covers a bigger area of the scene and if the rendercam moves (the fg_shooter cam are rigged to the rendercam) or rotates it already has fg points in this area so the fg solution will be much cleaner and stable. but its fully dynamic, nothing will be baked, except you want to do this.
you only have to create cameras that covers the whole scene, render the fg for frame one and reuse this for a simple flythru for example.
i also optimized the scene a bit more with these settings different from the first one: 125rays, 35 int points, fg distance of 200, gives more occlusion and the fg does not take reflection into account, because there is no visible difference. rendertime now is 19min on my machine. its alot better, glossimetal needs more local samples, but rendertime would not be much higher.
http://www.file-upload.net/download-448 ... 2.rar.html
the fg shooter method works great, did also another test with a different archvizscene (sorry, cant show it) and also here no splotches or artifact or shimmering. the gi solution is clean and stable. compared to vray this scene its about 3 to 5 times faster then irramap and lightcache, not to mention brute force.
edit by gustavoeb: please use URL tags