New Scene here:
This one hopefully better demonstrates the flickering.
http://www.dukecg.net/anim_test2.mov
http://www.dukecg.net/anim_test2.zip
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Let's make one shall we?
I'll render this dude walking through a closed section. Some of the more important settings are in red. The low interpolation samples and only show GI toggles are to focus on the GI solution. Here's my original settings:
Scene here. Done in Max2009. I've included the calculated IR map aswell: http://www.dukecg.net/anim_test.zip
And here it is rendered with the above settings:
Changed the GI interp frames to 12. You can see what it's doing but it's not hiding the extremes:
Maybe it's the Lightcache? Changed Primary and Secondary to use LC. At first it looks pretty good, but look at the biped and spinning box. It's hiding something dammit.
LC filters (prefilter and filter) off/set to 0. Notice how on the static areas, the samples are almost 100% stable. Around the rotating box and biped, things are all over the place.
After the above, I tried it with 1000 samples and it was the same, just with more samples/overlaps. I tried it with adaptive as well, but that made it flicker all over and have no stable areas. Therefore, don't use LC in adaptive mode for animations.
I changed the sample size to .01 (from .033). It makes a visual difference but I don't know if it's for the better. Notice how because it's in screen space, the samples in the distance are larger. Presumably if you had animation going on in the background you'd need them to be denser there as well, so I think world space samples are a better way to go.
Changed to world at a similar size to what .01 in screenspace was. Ended up being 5cm. Pre-pass filter turned on at 64:
Pre-pass filter off, Nearest on at 64:
and Fixed set to 0.5m:
Well i'm just going to blur the shit out of it and leave the detail up the IR map. Pre-pass at 256, Nearest at 64:
Let's get back to the combination of the two, knowing that any flickering in LC is so obscured it won't have much to do with any other flickering. I ended up with 400 LC samples, world sample size of 5cm, pre-pass at 256 and nearest at 64. First time around after recalculating the pre-pass, it had the same sort of problems as I began with, so I investigated what sample-lookup did for hiding the flicker. I set the samples to 64 because in overlapping mode it seems to need it.
Density-based:
Overlapping:
Nearest:
Least Squares Fit:
Overlapping is by far the best, but it's just covering up the issue, so the only way forward is more blur. Back to the samples! Maybe it's simply the sample distribution and sensitivity. Rather than playing with the 3 thresholds, I went straight to the DMC sampler and changed the noise threshold from .008 to .001 and recalculated. I rendered again with Overlapping and was pleasantly surprised! Note that I changed the threshold back to .008 after the IR map was calculated.
Here it is with Interp samples at 32 (was 1):
Moon Doggies settings (but with overlapped, multipass and randomize samples off):
Morbid Angel's settings (same as above, overlapped, etc.):
This one hopefully better demonstrates the flickering.
http://www.dukecg.net/anim_test2.mov
http://www.dukecg.net/anim_test2.zip
-----------------------------------------------------
Let's make one shall we?
I'll render this dude walking through a closed section. Some of the more important settings are in red. The low interpolation samples and only show GI toggles are to focus on the GI solution. Here's my original settings:
Scene here. Done in Max2009. I've included the calculated IR map aswell: http://www.dukecg.net/anim_test.zip
And here it is rendered with the above settings:
Changed the GI interp frames to 12. You can see what it's doing but it's not hiding the extremes:
Maybe it's the Lightcache? Changed Primary and Secondary to use LC. At first it looks pretty good, but look at the biped and spinning box. It's hiding something dammit.
LC filters (prefilter and filter) off/set to 0. Notice how on the static areas, the samples are almost 100% stable. Around the rotating box and biped, things are all over the place.
After the above, I tried it with 1000 samples and it was the same, just with more samples/overlaps. I tried it with adaptive as well, but that made it flicker all over and have no stable areas. Therefore, don't use LC in adaptive mode for animations.
I changed the sample size to .01 (from .033). It makes a visual difference but I don't know if it's for the better. Notice how because it's in screen space, the samples in the distance are larger. Presumably if you had animation going on in the background you'd need them to be denser there as well, so I think world space samples are a better way to go.
Changed to world at a similar size to what .01 in screenspace was. Ended up being 5cm. Pre-pass filter turned on at 64:
Pre-pass filter off, Nearest on at 64:
and Fixed set to 0.5m:
Well i'm just going to blur the shit out of it and leave the detail up the IR map. Pre-pass at 256, Nearest at 64:
Let's get back to the combination of the two, knowing that any flickering in LC is so obscured it won't have much to do with any other flickering. I ended up with 400 LC samples, world sample size of 5cm, pre-pass at 256 and nearest at 64. First time around after recalculating the pre-pass, it had the same sort of problems as I began with, so I investigated what sample-lookup did for hiding the flicker. I set the samples to 64 because in overlapping mode it seems to need it.
Density-based:
Overlapping:
Nearest:
Least Squares Fit:
Overlapping is by far the best, but it's just covering up the issue, so the only way forward is more blur. Back to the samples! Maybe it's simply the sample distribution and sensitivity. Rather than playing with the 3 thresholds, I went straight to the DMC sampler and changed the noise threshold from .008 to .001 and recalculated. I rendered again with Overlapping and was pleasantly surprised! Note that I changed the threshold back to .008 after the IR map was calculated.
Here it is with Interp samples at 32 (was 1):
Moon Doggies settings (but with overlapped, multipass and randomize samples off):
Morbid Angel's settings (same as above, overlapped, etc.):
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