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Flickering grass/trees outdoor animation

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  • #16
    imho thats an insane amount of time for an imap to take. looking at your scene id say your imap should take about 10 mins a frame maximum.... on ONE machine. at those rendertimes you may as well just render with brute force... at full HD..


    id advise

    a) reset vray and clear your settings, then go to settings and set your default geom. type to auto, and dyn. mem. limit to a couple of gig less than your total ram.

    b) set the lightcache to default settings, but maybe turn subdivs to 2000. set to flythrough mode. set to auto save file and give a name on the network.

    c) choose the medium preset for imap, then switch to custom.

    d) set min rate to -4 max rate to -1 (what is your render resolution by the way? -4,-1 would be fine for 1280x720 or similar)

    e) leave hsph subdivs as they are, on a scene as textured as that youll never see the blotches if there are any

    f) set it to multiframe incremental.. i cant tell you what nth frame to render cos i didnt see your camera move. use your judgement

    g) tick "dont render final image"

    h) try calculating your lightcache/imap.


    how long is the time per frame?!

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    • #17
      as cubiclegangster says, also leaf material and displacement could be the culprits. try turning off displacement and see waht happens.

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      • #18
        trees arer just poly leaves and just 1 bump is set on castle, there is no displacement in scene.

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        • #19
          just out of interest do you get any warnings about dyn. memory limit being too low? is the cpu at 100% while doing your imap?

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          • #20
            i dont get mem. warning and 100% cpu while calculating Irr

            guys i just want to remind that grass is poly, not just texture

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            • #21
              yep understood this.. how is it generated? still should not take more than 10-15 mins a frame for the imap.


              the final render i can imagine taking a little while, as youll need high AA.. but the imap should be fast.

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              • #22
                grass is generated by Autograss ( its like VrayFur, working with Vray).

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                • #23
                  hmm only time i heard of autograss is in forum posts complaining about it.. somebody who has used it can maybe chime in here. did you try my advice ? maybe try hiding th grass just to see what difference it makes? lots of ways to do grass if thats the problem.

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                  • #24
                    hey guys, after a weekend of rendering i have 33 frames ,each took approx. 6hours and stil lhave flickering , AA was set to Adaptive DCM quadratic filter min2 max 16. Any ideas where can by problem? Flicering is on grass and also on trees.

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                    • #25
                      Turn off the filter and turn the grass off to do a test. Check your materials too - on all grasses and leaves make sure the reflection depth is 1, and theres no glossy refraction. That should be taking 10-15 mins a frame, theres no point rendering it at 6h.

                      I assume you are precalculating the IRmap/LC, saving& loading it? You say you're using fly through but i'm just checking that it's not being re-done every frame.

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                      • #26
                        Nop, Irr and LC was calcualted just onec and during render its from file mode, when i turned grass of render time was 10min+ . Do U sugest to use VrayFur for grass?

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                        • #27
                          forestpack is a good bet, and there are some tricks to rendering vast areas of grass with it. but to be honest, for aerial shots, you will get far better, and faster results with some decent texturing. or using displacement. for bits whre the camera gets close, you could render the grass as a seperate pass and fade it in in post production.

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                          • #28
                            6 hours? thats crazy. did you try brute force?
                            Dmitry Vinnik
                            Silhouette Images Inc.
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                            • #29
                              id suggest autograss is definitely the culprit.. either that or you are simply trying to render too much geometry. is your ram maxed out when rendering? vray may be ace at rendering mindbendingly heavy scenes, but as with everything, there are limits! you cant just throw billions and billions of polygons in a scene and expect it to render like lightning every time. thankfully for us, there is still a level of skill involved in rendering complex stuff

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                              • #30
                                Hey guys, i found main source of my flickering, it was ambinet occlusion, was set to default setting just Subdiv was 12 and it seams to be low, by turning it OFF flickering reduce but render looks less realistic

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