flcikering animation

prepass

that looks good, does it make a difference that here are no materials? can you send the file back to me so I can see the settings?

thanks for working on this for me. I am in time crunch.

Can you email me to vlado@chaosgroup.com so that I can get you the scene and the fix?

Best regards,
Vlado

prepass

Thanks Vlado and Chaos team to helping solve the problem and making the patch. the prepass with camera path is working great.

Vlado (and perhaps other people)

most of the flickering post on this forum are when using the lightcashe.
But i’m creating a exterior animation, therefor i dont have the need for much second bounces.
So i thougth bruteforce will do.. ?

But then then flickering problems…

Generally the flickering occurs on large objects (scale wise). i just rendered per frame ( no prepass of something, and this was a quick test)

Settings are:
Low preset, 40 Hsph ,20 Interp, Overlapping sample lookup, multipass and randomsamples off
default bruteforce.

The reason i tested with the low preset is that it has “large” values for the thresholds, therefor smooting things out. so i thought well proberly better for animation.

Perhpas you can give me a couple of pointers where i can adjust settings to get less flickering… ?
If you need more info please ask :slight_smile:

The settings you would use to reduce flickering in an animation generally depend on the type of animation you are rendering.

For fly-through animations ( animations where only the camera is moving) it is best to use Irradiance Map in Incremental add to current map mode with Light Cache in Fly-through mode for interior scenes.

For exterior just use the Irradiance Map in Incremental add to current map mode along with Brute Force. For more information check this tutorial.

For rendering animations with moving objects it is best to separate the rendering in two passes. In the first you will calculate just the GI and save an irradiance map for each frame. You would either use the Light Cache in Single frame mode or Brute force depending on the scene type (interior/exterior) for secondary bounce. For Primary Bounce you will use the Irradiance Map in Animarion(prepass) mode. It is advisable to use higher settings for the Irradiance Map. For example a High Preset and a big enough number for the Hemispheric Subdivisions. Sometimes the default value of 50 is not enough and you may need to increase it quite a lot. Once you have calculated the Irradiance maps in the first pass you would switch the Irradiance Map mode to Animation(rendering) and put the Secondary Bounce to none. You can also decrease the Interpolation Sampled because V-Ray will be using several Irradiance Maps for each frame and in doesn’t need to use so many interpolation samples.

Aaah Senior!

thanks for the clear explenation! i’m creating an exterior animation with moving objects, this i’m gonna try rendering with the passes!

Hello,

As i am testing the “use camera path” option, i’m wondering if with a precalculated LC (single frame with “use camera path” on) the animation prepass/rendering mode could be used in network rendering of the irradiance map.

thanks

David

flickering is back

vlado,

I am still having issues with flickering in the animation. your hotfix worked in some cases, but not in others. I used the settings you sent me the last time, but i am still getting flickering with prepass and using cam path.
IM flicker

IM flicker
http://vimeo.com/4383655

Wow, I’m just totally not understanding the Use Camera Path mode. I’ve read umpteen threads, but can’t find a true detailed walk-thru of the proper steps.

If I have a sequence that’s 100 frames long, am I supposed to create an IR map (using Animation Prepass) that is calculated for every frame? Or do I use my usual every 5th frame? Or do I only do the first frame?

For the final render, I switch to IR/animation rendering. Do I leave camera path mode selected?

Sorry, but for relative beginners this stuff can be totally confusing.

Tnx.

There is the beginning of a tutorial here:

It’s still missing the images and the detailed steps, but hopefully it will be useful.

Best regards,
Vlado

Why choose “screen” mode for an animation with camera paths ? I thought world space was more appropriate.

Very good tip! I’m doing an animation where everything has glossy reflections and is an interior and this method is working very well. It is much faster than using brute force for secondary and looks good. Just don’t use lightcache for glossy reflections and it’s good.

Tony