I've got 5 computer screens with static bitmap images on them around an indoor scene. The more solid parts of the screen are fine. So gradient buttons, solid areas, or thicker text.
The thin lines all flicker from frame to frame.
Nothing else seems to be flickering though, so I'm not thinking it's GI.
Some settings:
Adaptive DMC with a soften antialiasing filter at 2.0.
adaptive DMC is set to 1,4 clr thresh .01
color mapping is linear mutliply, all 1.0, sub-pixel, clamp output to 1, and affect background are checked. There were a couple overbright spots to fix.
GI
refractive irradience map and lightcache with ambient occlusion on at .4 500mm subdivs 8
irradiance High - animation at defaults
LC at 500 with sample size at 200mm world. Store direct light.
retrace threshold checked at 1.0
interp samples 5
DMC sampler settings .85 min samples 8, and noise thresh at .005 Time independent.
Should that be time dependent? Should that be unchecked?
This seems to happen often with materials like these. It's just basic textures. I'm using a bitmap straight into a default vray material with no changes other than changing mapping to not be real-world scale.
For now I'll just render out masks, then render the screens all by themselves, no GI, and just change the objects to self illuminate. Easy fix. But it would be nice to just get this right in the future. Also, it's not always that simple because my bitmap objects don't always emit Light in the real world, so should have a bit more shading to them.
The thin lines all flicker from frame to frame.
Nothing else seems to be flickering though, so I'm not thinking it's GI.
Some settings:
Adaptive DMC with a soften antialiasing filter at 2.0.
adaptive DMC is set to 1,4 clr thresh .01
color mapping is linear mutliply, all 1.0, sub-pixel, clamp output to 1, and affect background are checked. There were a couple overbright spots to fix.
GI
refractive irradience map and lightcache with ambient occlusion on at .4 500mm subdivs 8
irradiance High - animation at defaults
LC at 500 with sample size at 200mm world. Store direct light.
retrace threshold checked at 1.0
interp samples 5
DMC sampler settings .85 min samples 8, and noise thresh at .005 Time independent.
Should that be time dependent? Should that be unchecked?
This seems to happen often with materials like these. It's just basic textures. I'm using a bitmap straight into a default vray material with no changes other than changing mapping to not be real-world scale.
For now I'll just render out masks, then render the screens all by themselves, no GI, and just change the objects to self illuminate. Easy fix. But it would be nice to just get this right in the future. Also, it's not always that simple because my bitmap objects don't always emit Light in the real world, so should have a bit more shading to them.
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