We have a scene that is showing very strange behaviour.
The setup :
GI set to BF/BF.
Multiple instances of vraymesh trees.
A single vraymesh light.
The flickering(not grain) is on a per-tree basis and does not affect other scene objects( buildings, ground, etc).
At first I was convinced it might have been LC being re-enabled on the farm for some reason as the way it flickered was very light-cache-ey. BUT, I remembered that I had a similar problem in a previous job with forest-pack-pro with scattered VRay proxies in 3dsmax... as memory serves, I ended up rebuilding the forest-pack objects and it seemed to fix itself.
The only explanation I can come up with is that the GI is being sampled at the root node of the proxy object and then being applied across the entire geo of the proxy, thus turning the normal grain of BG into an entire object flickering brighter and darker from frame to frame.
Has anyone else had this issue, and if so, how do you fix it?
Unfortunately I can't share the scene.
Thanks
p.
The setup :
GI set to BF/BF.
Multiple instances of vraymesh trees.
A single vraymesh light.
The flickering(not grain) is on a per-tree basis and does not affect other scene objects( buildings, ground, etc).
At first I was convinced it might have been LC being re-enabled on the farm for some reason as the way it flickered was very light-cache-ey. BUT, I remembered that I had a similar problem in a previous job with forest-pack-pro with scattered VRay proxies in 3dsmax... as memory serves, I ended up rebuilding the forest-pack objects and it seemed to fix itself.
The only explanation I can come up with is that the GI is being sampled at the root node of the proxy object and then being applied across the entire geo of the proxy, thus turning the normal grain of BG into an entire object flickering brighter and darker from frame to frame.
Has anyone else had this issue, and if so, how do you fix it?
Unfortunately I can't share the scene.
Thanks
p.
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