Hey,
Sorry for the delay, been playing with the render settings of the later frames. So it seems like the most important settings for this problem are:
- Render in cellular mode. Definitely render in cellular mode. Otherwise a pair of bubbles would appear with one bubble completely in front of another in one frame and completely behind on the next frame once its center goes behind the other bubble's center. This would cause abrupt changes in the overall look of the foam mass in animation.
- Turn Optimize Congestion off - it's highly recommended to have it enabled as it is by default, but since disabling it does not affect the performance significantly, this would allow bubbles to not be removed from the rendering if they happen to be fully enclosed by other bubbles or very near other bubbles. This would also help get rid of flickering or noise since bubbles won't disappear and re-appear in animation.
- Do not animate the Threshold or the Count multiplier - same reason as above regarding bubbles disappearing or appearing out of nowhere.
- Lowering the Light Cache Speedup will help highlights on the bubbles jitter less with complex lighting.
- Increasing the Bounces will help the illumination over the bubbles in a large bubble mass be more consistent in animation - otherwise with a lower Bounce number, each bubble will be affected only by the near neighbors and when they move around.
- The reflection cut off should not be too high.
- You might also wanna try disabling Probabilistic Shading from the Phoenix Atmosphere - this is good when rendering using V-Ray Progressive, but might be slower for bucket renders.
- Finally, I gotta find the issue that's causing Glass Geometry to cause different results using different number of threads. I have to check it further, but it's possible that it might also cause slightly different results each time you render the same frame, so this might also be causing some flicker.
Sorry for the delay, been playing with the render settings of the later frames. So it seems like the most important settings for this problem are:
- Render in cellular mode. Definitely render in cellular mode. Otherwise a pair of bubbles would appear with one bubble completely in front of another in one frame and completely behind on the next frame once its center goes behind the other bubble's center. This would cause abrupt changes in the overall look of the foam mass in animation.
- Turn Optimize Congestion off - it's highly recommended to have it enabled as it is by default, but since disabling it does not affect the performance significantly, this would allow bubbles to not be removed from the rendering if they happen to be fully enclosed by other bubbles or very near other bubbles. This would also help get rid of flickering or noise since bubbles won't disappear and re-appear in animation.
- Do not animate the Threshold or the Count multiplier - same reason as above regarding bubbles disappearing or appearing out of nowhere.
- Lowering the Light Cache Speedup will help highlights on the bubbles jitter less with complex lighting.
- Increasing the Bounces will help the illumination over the bubbles in a large bubble mass be more consistent in animation - otherwise with a lower Bounce number, each bubble will be affected only by the near neighbors and when they move around.
- The reflection cut off should not be too high.
- You might also wanna try disabling Probabilistic Shading from the Phoenix Atmosphere - this is good when rendering using V-Ray Progressive, but might be slower for bucket renders.
- Finally, I gotta find the issue that's causing Glass Geometry to cause different results using different number of threads. I have to check it further, but it's possible that it might also cause slightly different results each time you render the same frame, so this might also be causing some flicker.
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