flcikering animation

I am having issues with this animation I am working on. I created a test scene which can be downloaded here:

you can preview the animation at this link:
http://vimeo.com/channels/36895

the second animation on this link has other issues but also you can see the changing of materials from frame to frame.

you can see flickering on the floor material in the foreground, some on the red column on the left side. If you just look at the different images in the sequence you can see that they are different. the max file has all the settings I used. the camera is moving and the ball is rotating. I animated only 20 frames.

you can download the files here: (max 2009 64bit VRAY 1.5 SP3) using prepass for IR and flythrough for LC

flckering

I found a prior thread where they talk about the interpolation it the materials, that they need to be higher. However that still makes an animation with flickering. I took out the interpolation on the reflection and the render time quadrupled. The materials looked great and the reflections were much more crisp. I then decided to take out the glossy reflections all together and it renders faster, but the materials are too perfect.

this is a frame with interpolation

http://www.chaosgroup.com/forums/vbulletin/attachment.php?attachmentid=1799&stc=1&d=1238661578

this is a frame without interpolation

http://www.chaosgroup.com/forums/vbulletin/attachment.php?attachmentid=1799&stc=1&d=1238661674

What is your target render time per frame and on what machine?

Best regards
Vlado

flickering

targeting 20mins per frame. I have about 1500 to 2000 interior frames like this. Some close in details of components, 2500 frames, and about 2000 frames exterior.

right now I am running at about 38 mins per frame on a 3Ghz intel quad and about 2.5 hours on a dual opteron. I really need to get it down below 2 hours for the opteron since that is similar to what I would be using on the render farm I use. I can do it in house, but it will take a week.

flickering

the actual file I am rendering is this. it is about 600k polys. the other file I uploaded is for testing of the lighting, materials and camera

http://www.chaosgroup.com/forums/vbulletin/attachment.php?attachmentid=1800&stc=1&d=1238664537

So I changed a few things:

(*) Removed interpolation for reflections on all materials;
(*) Used animation prepass/rendering mode also with the “Use camera path” option on;
(*) Increased the Hemispheric subdivs for the irradiance map to the default 50;
(*) Used single frame light cache with the “Use camera path” option on;
(*) Set the light cache Scale to “Screen” with 0.02 for “Sample size”;
(*) Set the “Noise threshold” option in the DMC sampler to 0.005;
(*) Set the “Color threshold” for the image sampler to 0.01 (“Use DMC sampler thresh.” unchecked)

For the final renders, I set the Secondary GI engine to “None”, as I don’t need the light cache then.

It’s looking good so far, I will put here the result when it’s done.

Best regards,
Vlado

interpolation

Vlado,

thanks for sending those settings and looking at the file. I tried that, but I noticed thatI am getting some weird material thing going on on the walls. It almost looks like a bum or sampling areas from the LC. I turned off secondary bounces for the final rendering.
What am I doing wrong. I set the lc to single frame and .02 scale like you said during prepass. Does the LC get stored somehow during the prepass, and how is it helpful

http://www.chaosgroup.com/forums/vbulletin/attachment.php?attachmentid=1803&stc=1&d=1238704456

http://www.chaosgroup.com/forums/vbulletin/attachment.php?attachmentid=1804&stc=1&d=1238704682
you can see on the top of images. the circles change from position from frame to frame


flickering animation

I tried your setting and I am getting this flicker on the wall now where I was not before. the flicker is in the form of a circular pattern that is changing from frame to frame.
http://vimeo.com/channels/36895

any suggestions

I will post my animation and the file a little later.

Best regards,
Vlado

flickering

ok, thanks. for now we are rendering without the camera path option for the IM and LC and it is working fine, but I think I can see the value in the camera path options so I would like to see how to make it work.

flickering

Vlado,

This file here solved the flickering issue, but there is another problem, see the image attached and you can download the project test file above

In fact, there turned out to be some problem there (“Use camera path” with the irradiance map animation modes). Looking into it now…

Best regards,
Vlado

It appears there are missing portions of your irradiance map (e.g. you calculated it for one frame, but are using it in another frame).

Best regards,
Vlado

Camera path

Vlado,

If there is a fix for this I am for sure interested. I think the camera path option can be time saver. Let me know.

Vlado,

the prepass is not working. I tired it many times, i did an animation with moving objects in the last build and prepass worked fine. now it is not working in the latest upgrade.

prepass IR map broken

take a look at the attached frame. I am using prepass for the ir map because the yellow thing is moving. I have tried this with Vlado settings and settings I used an another job, but it is just not working.

I need a fix, my deadline,

VLADO, please help

You can just use a very blurred light cache for both primary and secondary bounces with “Fixed” filter type, in single frame mode, and some AO.

Best regards,
Vlado

animation prepass

Here is another example where I am using animation pre-pass. This time I am using camera path in IR and LC. Now I get these more pronounced circles on the model. In this scene i made the camera stationary. the only things moving are the rams in the valve blocks.

you can download a couple of frames here to see how these circles change from frame to frame.

prepass

what do you mean fixed filter type and what do you mean blurred? Can you send settings for an animation with moving objects, and then one that has moving objects and moving camera.

This is one of my tests that I got with the animated irradiance maps and the “Use camera path” option:

Best regards,
Vlado