Hello,
I'm a new user of Phoenix FD and for my first animation using the software I decided to try the typical "filling a glass with beer" project so I can learn some of the nuances of the software and workflow. I've attached a sample of the current animation and as you'll notice there are two flickering problems regarding the foam bubbles. I am also attaching some images so you can see some of the settings currently being used. I'm happy to upload my scene or provide any more information if needed.
https://streamable.com/jr3b4
1) The first problem has to do with the underwater bubbles. It's hard to tell what's happening at full speed, but if you compare frames 29 to 30 you'll see the problem (may need to download the video to scrub specific frames). Basically, on frame 30, a lot of the bubbles, especially the smaller ones towards at the bottom of the glass just disappear and then they re-appear on frame 31. The problem of bubbles appearing and re-appearing is happening constantly even though less noticeable on some frames. 29 to 30 is one of the more extreme examples, but it even appears to be happening from frames 28 to 29 towards the top left side of the glass just beneath the foam. These frames were rendered on a render farm using distributed rendering. I've been told by the people at the farm that they've seen this issue before and re-rendering the problematic frames will fix the problem, but I'm not totally convinced it won't happen again.
I do want to note that I do have some animation on the PHXFoam001. Specifically on the Size Threshold and Count Multiplier. I thought that could potentially be causing some jumping, but when I rendered some of the problem frames locally and compared them to the frames that were rendered distributed on the farm my results did not have this issue. And this issue also occurred on frames that didn't even have animation anyway. Any thoughts on this would be appreciated.
2) The second problem has to do with the flickering of the bubbles above the liquid. This type of flickering is more reminiscent of the type of flickering usually seen due to GI problems, but this animation actually doesn't use any GI. It's completely off (I've tried it on as well and that didn't help). My first thought was maybe the glass or glass material (not having enough refraction depth or something) might be the issue, but I've done a number of test renderings without the glass to try and isolate the issue yet still the flickering occurs. This animation is using the mode "bubbles", "rendered as geometry", "bounces 1", and "reflection cutoff 0.5". I've tried adjusting all of these settings both independently and together, but can't seem to get the flickering to stop. I've raised bounces to 100, lowered the cut off to .005, tried Cellular mode, etc. but there was still flickering.
I also lowered the Count Multiplier to .1 during some tests to get quicker results and did notice that the flickering was less. Perhaps that's just because there were less bubbles by 90%. I also want to point out that there doesn't appear to be as much flickering at the very top of the foam where it is higher than the rim of the glass. This makes me think the flickering is most apparent where the foam is densest. This is all just speculation though.
Lastly I've also tried messing with Optimize Congestion, Reflection Coloring, and Environment check boxes. Neither of those seemed to help, but I'll be honest, I'm not sure if the ladder two options were setup correctly. Not sure what type of map is supposed to go in reflection coloring (if any) and as for environment checkbox, my scene uses an HDRI map and a background image for the environment. I tried plugging those in. Not sure that's correct though.
I have no idea at this point and can't seem to find a solution to this problem. Any suggestions would be helpful.
Thanks!
I'm a new user of Phoenix FD and for my first animation using the software I decided to try the typical "filling a glass with beer" project so I can learn some of the nuances of the software and workflow. I've attached a sample of the current animation and as you'll notice there are two flickering problems regarding the foam bubbles. I am also attaching some images so you can see some of the settings currently being used. I'm happy to upload my scene or provide any more information if needed.
https://streamable.com/jr3b4
1) The first problem has to do with the underwater bubbles. It's hard to tell what's happening at full speed, but if you compare frames 29 to 30 you'll see the problem (may need to download the video to scrub specific frames). Basically, on frame 30, a lot of the bubbles, especially the smaller ones towards at the bottom of the glass just disappear and then they re-appear on frame 31. The problem of bubbles appearing and re-appearing is happening constantly even though less noticeable on some frames. 29 to 30 is one of the more extreme examples, but it even appears to be happening from frames 28 to 29 towards the top left side of the glass just beneath the foam. These frames were rendered on a render farm using distributed rendering. I've been told by the people at the farm that they've seen this issue before and re-rendering the problematic frames will fix the problem, but I'm not totally convinced it won't happen again.
I do want to note that I do have some animation on the PHXFoam001. Specifically on the Size Threshold and Count Multiplier. I thought that could potentially be causing some jumping, but when I rendered some of the problem frames locally and compared them to the frames that were rendered distributed on the farm my results did not have this issue. And this issue also occurred on frames that didn't even have animation anyway. Any thoughts on this would be appreciated.
2) The second problem has to do with the flickering of the bubbles above the liquid. This type of flickering is more reminiscent of the type of flickering usually seen due to GI problems, but this animation actually doesn't use any GI. It's completely off (I've tried it on as well and that didn't help). My first thought was maybe the glass or glass material (not having enough refraction depth or something) might be the issue, but I've done a number of test renderings without the glass to try and isolate the issue yet still the flickering occurs. This animation is using the mode "bubbles", "rendered as geometry", "bounces 1", and "reflection cutoff 0.5". I've tried adjusting all of these settings both independently and together, but can't seem to get the flickering to stop. I've raised bounces to 100, lowered the cut off to .005, tried Cellular mode, etc. but there was still flickering.
I also lowered the Count Multiplier to .1 during some tests to get quicker results and did notice that the flickering was less. Perhaps that's just because there were less bubbles by 90%. I also want to point out that there doesn't appear to be as much flickering at the very top of the foam where it is higher than the rim of the glass. This makes me think the flickering is most apparent where the foam is densest. This is all just speculation though.
Lastly I've also tried messing with Optimize Congestion, Reflection Coloring, and Environment check boxes. Neither of those seemed to help, but I'll be honest, I'm not sure if the ladder two options were setup correctly. Not sure what type of map is supposed to go in reflection coloring (if any) and as for environment checkbox, my scene uses an HDRI map and a background image for the environment. I tried plugging those in. Not sure that's correct though.
I have no idea at this point and can't seem to find a solution to this problem. Any suggestions would be helpful.
Thanks!
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