1st attempt and a few questions

Ah, sorry - if you’ve already sent the scene, it hasn’t reached me yet, so I’ll ask Support. There I’ll be able to check the flickering as well. I hope I will have the answers by the end of day on Monday.

Cheers!

Is it possible this is a camera issue ? Have you tried using clipping planes? ( cut off the outer edges of the water mesh )

@a0121536 That will be really helpfull and greatly appreciated :slight_smile:

@Magnum_design No I didn’t try camera clipping. To tell you the truth I didn’t even think about it.
I will try the cam clipping to see the difference with the other solutions.
But either way this is the lesser of the two evils. :stuck_out_tongue:

The flickering is the real problem.

Hey,

First batch of news - seems to me like the issue only happens if the Particle Shader is set in Geometry Mode - you might try turning it off to see if this would work better. You would usually need this mode for render elements so until I find the issue, you could render with Geometry Mode off and render with the same setting one more time with Geometry Mode enabled just in order to collect the render elements.

Will be back with more info as soon as I find out more…

Cheers!

Alright, found it - there is an issue where the highlights over the bubbles jitter because each bubble can have just one specular highlight and you have two lights in opposing directions. This causes the bulk of the flickering that you can’t resolve by upping the Bounces. I’m afraid that until this is fixed, you’d need to change the lighting as a workaround.

I hope the fix can be in the nightlies in a couple of days though. Will keep you posted.

Thats good news. The fact that you found the “root of the evil” :slight_smile:

I will test without the geometry mode enabled.
That means…
One render pass without the bubbles and one render pass with only the bubbles?

For the bubble issue I will try to remove the specular from one of the lights.

Regards,
Zach

@a0121536
I tried turning off the specular of one of the lights but it didn’t wotk.
So after I turned off one of them completely, it worked. The bubbles didn’t flicker.

The flicker on the mesh though is still there.
I turned off Geometry mode (v-ray only) and still flickers
I turned off the particle shader, thus no bubbles at all, and still the mesh flickers.

Did I understand something wrong?

Regards,
Zach

Hey,

I just found out as well that the specular highlights is not properly connected to the specular of the lights, so you could turn the specular highlights of the bubbles by setting the highlights width or multiplier to 0, until there is a fix for the moving highlight.

The mesh flickering can be reduced only by increasing the smoothing with “Use particles” on. Did any of the suggestions regarding the refraction work for you?

Cheers!

@a0121536

If you mean the Use Liquid particles, I always have it on.
As I already wrote a few posts ago, I use smoothness 2 and particle size 0.7. Because more than 3 I have the distortion issue.
But I did a smoothness 7 and the mesh flickered a lot.
If you check the video you will see it.
I cannot find any solution to reduce the mesh flickering.

And what do you mean with the refraction suggestions?

Regards,
Zach

Hey,

I mean the camera clipping, or you can even try booleans to make sure the front side of the liquid is smooth and you’ll get no distortion. The Cap mode I suggested will change the look of the bubbles, because they will basically no longer be inside the liquid, so this would not help, but the other two options might.

The fix for the flickering bubble highlights is taking some time, but I hope it can be in Friday’s nightly.

Cheers!

@a0121536
Oh those suggestions.
The cap and the boolean worked. :slight_smile:
I havent try the clipping yet.

But as I said the mesh flickering is still there.
The smoothness is not helping on this. Whatever smoothness I put still flickers the same. :frowning:

Regards,
Zach

Ouch,

Then I’m afraid that only raising the resolution would be the way to go. Phoenix’s particles are currently first converted to a grid and then meshed, and unless we implement a direct particle mesher, there will be some amount of flicker as the particles switch positions between voxels. Let me do some experiments on the scene you sent and see if there is a way to improve the look.

Cheers!

Btw, another approach for the liquid would be to render in Isosurface mode and use the render cutter instead of booleans.

@a0121536

As I mentioned on a previous post I already tried higher resolution. And still the mesh was flickering. :frowning:
And again (I know I am getting repetitive :stuck_out_tongue: ) I tried isosurface. The result didn’t have the bad looking distortion. The only doubt I have is that isosurface does not offer any options.

Here is the video. No bubbles just clear mesh

I don’t if exaggerate things but looks to me that the mesh is flickering.

Regards,
Zach

Hey,

If isosurface produces flickering as well, then I’m afraid that until we introduce a particle mesher, the only possible way to deal with such flickering would be to increase the resolution a huge lot, to even smaller voxels than 0.5-0.4cm in your scene, or to use an external particle mesher tool such as Frost. I hope at some point during the coming months we’d have a new meshing algorithm that will eliminate such flickering, but with your specific case where you have flying isolated liquid drops consisting of 1 particle each, this would be the worst case scenario for the current mesher.

The fix for the jittering highlights on the bubbles is in today’s nightly - thanks for finding this!

@a0121536
So I believe that you watch the short sample video I posted.
And you agree that there is flickering on the mesh.
And the bad news is that I cannot remove it, with this phoenix.

The good news is that the flickering of the bubbles will be eliminated soon (as todays nightly) :smile:

Regards,
Zach