There is still some flickering when the DOF is off, but it’s a lot stronger with the DOF on.
Switching from Intel Denoiser (which was delivering more details) to NVidia Denoiser with the “Reduce Flickering” option On. It didn’t come near to solve the problem, unfortunately.
I’m currently testing a scene with just the sunlight, and the flickering is really strong.
The solutions I found: I found two ways to solve almost completely the flickering problem
Increase a lot the samples on the render setup (from 50 to 250) and increase the FPS from 30 to 60. The problem is that the render time went to the sky, with more than 4 hours to render a 6s animation in full HD, and there was still a little bit of flickering.
Workaround: using a video editor, copy and paste the video layer, move the copy (upper layer) one frame, and change its opacity to 50%. This workaround allowed me to render the animation in about 45 minutes and get basically the same result I got increasing the samples and the FPS on Vantage.
But still, I think it would be great to have a way to solve that without needing to increase the samples so much, so we can create animations with DOF (which I personally love) without taking a day to render a 1-minute animation, for example.
I was asking you about the render settings in advanced.
On the advice of the developers, I keep the “Only final pass” option deactivated and I must say that it seems much better.
I noticed that the first video you posted looked familiar and I found the sample scene you used. I was able to roughly reproduce the view angle and tried some renders.
The “only final pass” option does not make a difference here (yes, there was a bug or two with this option in the past, but it seems to work fine now and it saves you render time). Hiding the window behind the chair also didn’t help. The flickering is there both with the temporal NVIDIA denoiser and the non-temporal Intel denoiser. It’s stable without the DoF. The combination of tiny reflection highlights from the tree leaves and DoF creates nasty noise (you can see it when you render with no denoiser and set the background to black). It looks like it just needs more samples to clean it up, I don’t see another way around it…
Then, my question is: to get an animation like this totally clean, without any flickering (or nearly that), I need about 400 to 600 samples. With those settings, the estimated render time is something around 7h for a 6 seconds animation, using an RTX 3060. Do you guys think that’s reasonable or do you see it as a problem to be solved?
It seems reasonable to me. It’s about 3 minutes for frame. (full hd 25fps)
also take into consideration the card you have. with a 4090 perhaps you would halve the time.
3d mark perfomance rtx 3060 : 8739
3d mark perfomance rtx 4090 : 35966
@visualtracing Yes, I understand that. At the same time, I myself don’t see 3h ~4h hours for a 6s animation in Full HD (not 4k) with an RTX 4090 an optimum rendertime.
Important to remember that in the example I bring, the animation isn’t even completely flickering-free, it’s more like 80% clean. It would take even longer if I wanted to clean it completely on Vantage.
That’s why I asked @npg if Chaos sees that kind of render time as ok or as a problem to be solved. Personally, I’m going to use DOF a looot in my animations, so I’m a little bit worried.