I wonder what is causing this; I render animation and see, that sometimes random frames are overexposed. On earlier versions they were fixed when I rerendered the overexposed frames in Max UI. This has been the case forever with V-Ray. However now the overexposed frames cannot be fixed with rerendering. Any workaround for this phenomena?
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It seems, this issue has zero interest from Chaos side. Neither support has reacted my request. Is there anything I can try here to get some advance in this project.
As a reminder, the problem is that on object is repeatedly "flashing" brightly, which illuminates the surrounding object. This doesn't look nice at all; rather it ruins the scene.
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I don't do animations so I'm not sure what could be in your case.
Some general thoughts...
- have you auto exposure on? I don't know if that feature works both on animation...but, if yes, it could sample some differences from frames to each others and tweak the camera accordingly.
- just a stupid question: have you tried to render the animation cancelling the object animation...just trying to debug the scene
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Did you check the normals of the object? Also posting here will not get enough attention better to post in the respective subforum for 3dsMax, most people or even Chaos employees don't check this Common section.
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I didn't find any double faces nor normal issues.
I have noticed, collapsing or attaching many objects make some funny things to object topology, but I can't point out what exactly happens there. Anyway renderings look awful when that happens.
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Originally posted by JuhaHo View PostI have noticed, collapsing or attaching many objects make some funny things to object topology, but I can't point out what exactly happens there. Anyway renderings look awful when that happens.
IF you really want to be helped just attach part of the geometry here on the forum so people can take a look. Otherwise it's useless posting here.
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As I just noted in another post, one odd and unfixable thing is that when a mesh that has a turbosmooth applied, set to isoline display, is converted to editable poly then it destroys the mesh, leading to render errors.
This can't be fixed. Maybe you have some items that are like this.
Otherwise as suggested, the only real way you'll get a quick solution is to post a mesh part
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