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  • Neon Flickers

    Any ideas on fixing this neon paintballed flickering? It only happens in certain parts of this house we're rendering (the downstairs is flawless, the upstairs has issues!)

    Its being rendered with Brute Force as primary, Light cache for secondary. Using Adaptive subdivision image sampler.

    http://www.thinkconvergence.com/down...en_Landing.mov

    Thanks for any help!

  • #2
    I don't want to sound stupid, but those splotches indicate interpolated glossies, like the use of an irradiance map, but you've said it's all brute force. Strange.

    Still, I think this might come from non VRay shaders, first, I wanted to say it's some wicked GI caustics, but looks a bit different, and too colorful. Not to mention the full green frame near the beginning. Are there any "material returned invalid color" warnings during rendering, or non VRay shaders in the scene?

    Best regards,

    A.
    Last edited by Aldaryn; 02-01-2008, 12:48 PM.
    credit for avatar goes here

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    • #3
      Lovely looking light in your render hehe.

      I would say the reason for the flickering adn the green frame might well be explained in the vray log. Its bound to be a material problem.

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      • #4
        Problem Continues...

        I am also working on this same project with chris... will try making all the materials 2 sided, maybe add depth to the walls with a thin shell, and ensure there aren't any concernable warnings in the v-ray message dialog.

        - We are indeed using Brute Force and Light Cache,

        - The splotches tend to exist near edges or directional changes in geometry (though they aren't light leaks, considering it can be all one, completely attatched piece with no holes)
        - Cameras are the only objects keyframed, and it isn't corrolated to a point on the timeline
        - Re-Rendering the same frames produces different results, sometimes the anomaly happens, sometimes it doesn't, and the anomaly itself is always a bit different, but can tend to attack the same general areas
        - Frames display many random colors, but usually only one color per defective frame, sometimes two. We've seen yellows, greens, blues, reds, oranges, and always very saturated.
        - Frames are rendered on a render farm, all with the same hardware and software, and the anomaly is not limited to any one computer
        - Has occured in some other scenes before, but not all... source of the problem just isn't identified

        Thanks for your suggestions so far, everyone.
        Last edited by capstonetechnology; 07-01-2008, 12:45 PM. Reason: Different member, same project

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        • #5
          are you working with the VRAY log window open, is it reporting any issues?
          Two heads are better than one ...
          ....but some head is better than none.....

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          • #6
            A few things that you can check that I have seen cause similar results are Objects with no materials, faces with missing UVW's and isolated verts.
            Eric Boer
            Dev

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            • #7
              Maybe you should lower the LC sample size ? LC is in single frame mode ?
              I just can't seem to trust myself
              So what chance does that leave, for anyone else?
              ---------------------------------------------------------
              CG Artist

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              • #8
                yeah, if only the camera is animated you can cache the lightcache, rendering it in flythrough mode. This will only lead to much more stable GI, but remember to raise the amount of subdivisions for an animation.

                I'd also switch to the Adaptive DMC image sampler, but i don't think this will be causing these blotches - it's most likely, as eveyone points out, something to do with materials, or lack of materials - use the converter to make sure all materials and shadows are VrayShadows - no raytrace materials or anything.

                If only the camera is animated, why not cache an irradiance map as well? Sure the lighting might not be 100% as crisp as brute force, but it will render so much quicker and will be very stable if pre-calculated properly. Even better, if you can afford the brute force render times, why not use the detail enhancement in the irradiance map to use brute force for the edges of geometry - this will look as nice as brute force, but will be quicker.

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