Thanks for the research and reply Lele, fingers crossed for a working solution in the future.
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V-ray Next 4.30.02 - Extreme "dancing" white pixels on any material at a distance with glossy reflections
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Originally posted by ^Lele^ View Post
You are conflating different issues.
a) Teapots file: hide the sun disc.
Do so, the flickering is gone.
Yes, it reduced by a considerable amount, but it is far from gone. There are still flickering highlights in every row of teapots!
https://transfer.px2.de/_4AQ1RQNRgdI4YR
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Originally posted by Vizioen View PostThanks for the research and reply Lele, fingers crossed for a working solution in the future.
Corona:
Arnold:
The only way to have the issue disappear, currently, is to fix the noise pattern and render to below noise visibility (this is the same 3 frame gif as the rest.):
Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Yes, have you read my post above? That's the fix, as of now.
Any -potential- further build would only suppress samples of this kind, not sample them better.Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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I figured you just toss or clamp samples outside some threshold of standard deviation.
I am sure there are more intelligent approaches, like adding new samples in the cases outside the threshold, or blending in the smoothed light cache solution for such pixels, though maybe such methods are simply too slow.
I hadn’t seen this newer technique. Fascinating problem, really…
https://diglib.eg.org/bitstream/hand...96/121-132.pdfLast edited by Joelaff; 18-07-2023, 09:22 AM.
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Originally posted by ^Lele^ View PostYes, have you read my post above? That's the fix, as of now.
Any -potential- further build would only suppress samples of this kind, not sample them better.
The two EXR's in that file already had the sun disc hidden. It works for some of the teapots, but not all of them.
Locking the noise pattern and setting a low noise threshold did not help either.
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Originally posted by kosso_olli View Post
Sorry, which post do you mean?
The two EXR's in that file already had the sun disc hidden. It works for some of the teapots, but not all of them.
Locking the noise pattern and setting a low noise threshold did not help either.
Attached FilesLele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Originally posted by ^Lele^ View PostI can't fathom what you did: it works perfectly fine for me (3 frame gif below + max 2024 scene.).
In the teapot file from post #59 the camera is moving.
In your file you uploaded in your last post, it is not. We know how to render consecutive frames with static camera without getting randomly placed highlights by now. The solution was proposed by Joelaff in post '33 by deactivating locked noise pattern:
Originally posted by Joelaff View PostI wonder if Lock Noise Pattern would at least keep them consistent.
His solution was confirmed by me in post #34, with an exception:
Originally posted by kosso_olli View Post
Just had to check this, because I did not think of it: Indeed it does!
EDIT: It does only work if the camera is static. As soon as it moved, you get randomly placed hightlights again.
So, I opened the scene you uploaded today, animated the camera ever so slightly, and voila: Dancing highlights (i just set metalness back to 0, sun disc is disabled of couse):
If you could take a close look at that scene again to find a working solution, that would be great. For over a month now, I am not able to produce a sequence that is looking clean. I'm seriously running out of ideas. File is attached. Thank you so much!
teapots_olli_01.zipAttached FilesLast edited by kosso_olli; 20-07-2023, 09:00 AM.
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They are not randomly placed at all, they are well time-correlated.
The angle gets just too shallow from one frame to the next, the sun is partially hit, the highlight drowned by the samples that missed it.
This is the same issue as the OP, for which the only possible fix is to kill those paths.
The issue however is unsolved as of yet (and while it's actively researched, there is no ETA yet.), so zero the sun's contribution to speculars, and you'll be fine (your highlights will come from the sky, and the sun's halo.).Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Originally posted by ^Lele^ View Postso zero the sun's contribution to speculars, and you'll be fine (your highlights will come from the sky, and the sun's halo.).
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Originally posted by Joelaff View PostNot sure that is sufficient in a lot of cases.
However, you can augment the highlights as I stated before, with an additional VRayLight disc setup to mimic the sun's position (and without setting the Directionality too high), making this light as large as you can without sacrificing the look (bigger will flicker less and render faster).
Your approach is also a wee bit better than simply making the sun disk bigger, as that would impact shadows and sky as well.Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Originally posted by ^Lele^ View PostI haven't found one where it doesn't remove the glints.
Indeed, studio work is generally a better option than using the sun directly, just like it often is IRL.
Your approach is also a wee bit better than simply making the sun disk bigger, as that would impact shadows and sky as well.
Of course as kosso_olli keeps saying, we shouldn't have to do any of this. It should "just work."
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Originally posted by Joelaff View PostOh, sorry by "sufficient" I meant capable of maintaining the desired "look" of being in the sunlight, while simultaneously ameliorating the flickering.
We could also call them tiny speculars, and then we wouldn't be fidgeting with nomenclature, ahah
Also, making the VRaySun bigger (I am assuming this is what you meant) still keeps full directionality/parallel rays. These are more accurate, but matter very little in the speculars, and lead to more flickering (hence my suggestion NOT to set a high directionality.
However, the kind of sizes one would need to make the sun disk easy to sample would also make the render awfully slow (besides being utterly unrealistic.).
This is why the procedural sky allows for a custom sun node: plausible values aren't always friendly.
Of course as kosso_olli keeps saying, we shouldn't have to do any of this. It should "just work."
If you know something the V-Ray, Arnold, Corona and Renderman Devs don't about sampling a sun disk more reliably, please get in touch: there's serious money to be made.
Here's how big a sun disk is (while being in the several millions float for intensity).
Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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