GI Animation flickering please HELP!

Hi VRay masters!

I have a problem rendering my animation… :frowning:
I need to render 3500 frames but right now my setting generate
garbage. At many place in the animation I have gi that dance in building corner!

Im sure that someone here can tell me how to fix this.

My settings are pretty standard:
File size for render:640x480
Rendering on the farm with 8 machines throw backburner.
Irradiance is calculated by frame, is it ok?
With those settings Im currently at 1min25/frame so please I don’t want
to go more then 2min.

RENDER SETTINGS ---> LINK HERE

IMAGE WITH THE PROBLEM (5 frames) ---> LINK HERE
In this 5 images you can see the problem in the edge of the building
where the wall meet the ground. I have this on many place in the animation.

Thanks helping me!

Preliminary Questions: Do you have any objects or lights animated in your scene?

that might be more of a geometry or AA thing.

I’m far from a master, but have your tried setting your Irradiance Map to a Min/Max rate of -6/-1? It shouldn’t add much time to your calculations.

it doesnt look like you’re using a saved ir map or light cache…you can not render an animation in single frame mode without flickering

MoonDoggie --> Yes there is animated cars on the road.

Percy --> Do you think it may be a good thing to use AA ? (slower to render ??)

sea2stars --> Thanks I will try it to see.

briant451 --> Your right I was using single frame mode…
                    If you have animated object you can use something else then single frame mode ?
                    It’s possible to render the IRR and LC with multiple rendernodes in backburner? Or it have to be calculated on one computer only ?
                    Im a bit in a rush to get this done, can you just quickly point me out what to do please?

- Settings IRR and LC to animation (prepass) and Fly through mode.
- Save file.
- Start animation on the farm and load the saved IRR and LC for the render.

Thanks to help me guys!

Ragards.

okay, if your using single frame, then thats most likely the culprit. If you haven’t yet, get the new 1.5 sp1 and use the new animation modes, that blends the irradiance map across frames to smooth out the irmap flickering/noise.

:frowning: I hope that there is another fix for the moment.
Im in the final stage of the project and I want to pass from 1.5RC5 to Final after that project… Don’t want to take chances at the moment…

But I will retain that and upgrade my farm as soon as my project is completed.

Regards,

My question was to see if you needed to use the new animation mode available in 1.5 (Mode: Animation (prepass) and (rendering)). Since you do have moving objects, you’ll have to go with a brute force approach (QMC). Anyone else have other suggestions?

i might be mistaken but i think the animation feature in irradiance map was introduced in rc5

Your right Da_elf I have it in RC5.
So I putted High Animation and I still get some spot that are moving in the shadows… But this is less then before.

i dont mean animation preset. see where it says the irradiance map is being calculated singe frame? check that drop down list for the two animation settings. you still have to calculate an irradiance map for each frame however your GI wont flicker when you render and you can also use lower faster settings

I think this topic would be great for the guys at Chaos to do a little tutorial on. The animation topic there is great, but I’d like to see one for a scene where everything is animating. And if needed, a different tutorial to show what to do in the same situation, but where most everything is a white material. Seems like some GI methods have a tougher time with that.

Most things I’ve seen are for architecture and I’m just animating a product. But with things opening and closing all the time it’s quicker for me to submit one thing to the farm and move on to the next thing even if the frame might take an extra 15% of time or something. That might be significant if you are making a 2 hour animation, but for 1-500 frames per job it’s really not that significant, especially when I could just work on the next job while I wait for the other to render.

If not them, maybe make this into a sticky or something.

With those frame sizes, and outdoors + many moving objects, my bet is that a DMC GI would work best.
Setting up helper objects and passes for many objects, checking and comping the whole scene might in the end take up much more time than a straight, and correct, Brute Force approach.

IR in animation mode with DMC, or just straight DMC for Primary and Secondary.

Full brute force, maybe even with only 2 bounces (outdoors require less, complex objects like cars and so on, when moblurred might look allright with 2 or 3 bounces).
Using Adaptive DMC as AA type will insure rendertimes won’t skyrocket.
Using darker materials and proper camera exposure (similar to what outlined in my old tutorial on sun and sky) will in this case lead to much faster rendertimes, along with a nice and contrasted look.

I’m not sure that will work well for what I’ve got though.

I have a wall of plain white cabinets, no trim, no handles, and a fairly basic white or stainless appliance as the focus. There’s no environment other than that, a vray plane for the floor and a plane for the wall. that’s it. So it’s kind of an outdoor scene as far as geometry is concerned because it’s similar to looking at a building, If it were plain white with a bunch of moving parts.

I tried DMC, but I just can not get rid of the noise. I had to raise the Brute Force GI subdivs to at least 24. That’s where the noise is getting acceptable. And that’s with the Noise threshold at .001. A very small portion of just the white cabinets takes 1.5 minutes and it only about 100x75 pixels in size. I’m doing an odd size animation at 700x700, so that would take too long I think.

Any suggestions on how to render a scene like that out? The designers always want their product in a very basic environment, plain white, so it’s not distracting from the product at all. Makes it hard to do an animation with lighting that they like.

I would suggest you to try and raise BF subdivs without touching the noise threshold, particularly with schlick.
It’s going to be slower than an interpolated method, that’s for sure.
Get to 32 or 48, even.
And then use the AA only for the edges and texture, rather than have it help much on the GI phase (a la Universal Settings).
This way, you should be able to decouple GI calculations and AA (as the GI cleans “before” the AA).

I’m doing a test of about 2% of the image and it’s taking about 2 minutes, and that’s on pretty much the most basic part of the scene. I’m just testing to get rid of the noise. I’m guessing 2hours+ for the renders then. I think that’s a little long. I’m hoping to find another way.

Should I not be using Brute force for both Primary and Secondary bounces? I wonder if I would get good enough results with it only in Primary and just raise the multiplier to the value matches pretty close. Although, I assume that would cause problems because if I do that it would ignore things that aren’t visible to the camera, like the underside of the cabinets right? I’m not sure if my understanding of Primary/Secondary is correct. Is primary anything that is in Front of the camera, or only rays that hit an object from the camera’s view? If it’s any ray that would be in front of the camera then I think I could get away with just Primary for this scene.

I’m having to raise subdivs to at least 64. I couldn’t see a difference between 96 and 128, but i can see the difference between 64 and 96, and there is a significant time difference. I think 64 will work out, but it still really slow. I’m just hoping to speed this up now.

I think having some noise is better than having flicker though. I can always reduce a little noise in post, to a degree, without losing much info and at minimal time.

btw, I appreciate the help. I’ll be going home soon though. the snow is getting pretty ridiculous here and people are starting to leave early. I can’t believe it. Snow this late in the year!

I’m rendering a little test right now (small 320x240, 3 balls bouncing, similar setup to yours).
I’m using only the primary bounce for it, so it’s similar to an IBL rendering.
Primary only will light the underside of objects too, consider it the first bounce for GI (the very first bounce, direct lighting, you can consider as bounce “0”).