This is a tough one, but here's the HACK. Lets say you've rigged up your amazing character and realize OH, I have to make a bunch of UV changes. You copy out your character's head, UV it up nicely, bring it back in and use the "transfer attributes" from your copied head to the rigged one. No deal. It's because your transfer attributes input comes after rigging and all UV inputs have to come before rigging. Same as in Ncloth. I don't understand why Autodesk doesn't put in a "before deformers" option or something similar to how you can insert blendshapes at certain parts of a deformer chain. ANYWAY Every object has a "shape orig" node which represents what an object was before it was deformed. We can apply a UV transfer to this no problem which will also transfer up the stack to your rigged object. I access it like this
1. Select your rigged object, in the hypergraph hit options/display/ hidden nodes &…
The tough thing about Vray is that for the most part it's default render settings are most set up for interior still frames or arch-viz camera fly throughs. When you want objects moving through the scene, Vray's irradience maps are calculated differently each frame....which leads to flickering GI.
I've found a great tutorial that explains the irradiance map prepass method, which works similar to motion blur pre and post frame calculation. What it seems to do is pre-calculate the GI maps then blend them + or - X amount of frames so that flickering is eliminated. It's a two step process, but way faster than brute force GI methods.