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In this test animation we are having a lot of noise in the bump mapping on the glass walls... does anyone know a work around or come across this problem before?
If there are any glossy refractions it might be just to less samples.
If it´s just a bumpmap (i suppose it´s procedural) it ´s very likely an antialiasing problem. Once i made some simple tests and i had to increase AA upto 1/8 (two pass) to completely avoid such flickering. Trying different
AA filter could help as well (Catmull, Area, Quadric etw. ).
I remember similar things with the scanliner where heavy procedural
bumpmaps could cause black dots and flickering .
I haven't used scanline for anything substantial for a LONG time so couldn't say.
I also wonder if using the adaptive AA method is a good idea for animation. Might need alot of samples to get rid of that. Which is what others have said already...hehe
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Looks to me like a standard pixel crawl issue. All renderers have this issue, and must super sample alot to avoid it. Softening up your details will get rid of it. Often just rendering out at 2x the resolution and resizing it afterwards will be good enough. Using maps with less harsh detail is also a good way to go.
yeah, using Catmull rom for an animation w/ a lot of detail like that is not a good idea...I had good luck w/ Area or MitchelNetravalli and I using adaptive QMC w/ 1/4 or 1/3 gave better and faster results then adaptive subdivision.....
I have the same problem, Have you solve this pbl.
I use AA adaptative subd -1/3.
But for me this is not a problem of texture, on my exterior scene I have many urban light around motorway they are thin and they flicking.
Does adaptative QMC solve your problem?
Natty, have you tried supersampling the texture? I know it will slow it down, but hopefully not too much. Otherwise, i agree with Percy, i usually render out my procedurals and use em as textures.
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