V-Ray Tip: Reuse Single Light Cache Prepass for Camera-Only Animation

January 23, 2026 2 min read

V-Ray Tip: Reuse Single Light Cache Prepass for Camera-Only Animation

Speed up global illumination by computing a single Light Cache prepass and reusing it across frames.

What this does

  • Computes the secondary GI once (as a prepass), then reuses it for every frame in a camera move.
  • Eliminates repeated GI calculations, reducing render times and GI flicker when the camera is the only animated element.

When to use it

  • Camera fly-throughs with static geometry, materials, and lights.
  • Lookdev turntables or layout reviews where only the camera changes.
  • Hybrid workflows: Light Cache as secondary GI + Brute Force (or Irradiance Map) as primary.

Setup workflow (typical)

  • Set GI secondary engine to Light Cache.
  • Enable Fly-through/Camera Path mode to gather samples along the full animation path. Treat this as your “prepass.”
  • Choose a stable sample size in scene units (see guidance below).
  • Render the prepass once, save the Light Cache to file.
  • Switch Light Cache to From File and point all render nodes to the cache for finals.

Key parameters that matter

  • Subdivs: Start at 1500–2000 for 1080p interiors; 2500–4000 for complex scenes or 4K. Increase only if you see splotches in corners or under furniture.
  • Sample Size: 0.02–0.03 scene units for interiors; 0.03–0.05 for exteriors. Keep consistent with real-world scale for predictable results.
  • Filter/Prefilter: Enable modest prefiltering to reduce minor flicker (use conservative values); avoid over-smoothing which can wash out detail.
  • Use Light Cache for Glossy Rays: Off for animation to avoid temporal blurring; consider On for stills if it meaningfully reduces glossy noise.

Performance and quality tips

  • Light Cache is resolution-independent; you can compute the prepass at a lower resolution and reuse it at final resolution if sample size is set in world units.
  • Avoid “Store direct light” for general work; direct lighting is better handled by the primary GI and lights.
  • Lock exposure, color mapping, and camera settings before generating the prepass to keep GI consistent.
  • If any objects or lights must move, keep them excluded from the Light Cache reliance (switch those shots to full Brute Force secondary or regenerate the cache per change).
  • For render farms, place the LC cache on shared storage and use From File on all nodes to ensure identical GI.

Troubleshooting

  • Splotches/blotches: Raise Subdivs moderately or lower Sample Size slightly; check material normals and overlapping faces.
  • Shimmering edges: Increase prefiltering a bit or ensure glossy rays are not using LC in animation shots.
  • Mismatched frames on the farm: Verify all nodes can access the same LC file path.

Pipeline note

  • Archive the Light Cache with the shot package so re-renders later don’t require regeneration.

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