The object seems to pop from frame. It looks like the normals are re-calculated wrong in some frames. I have turned up the reflection and refraction subdivisions but it’s still there.
Do you have a noise map in the bump slot that may have been accidentally animated? It looks like animated phase in a noise map. Thats my shot in the dark.
Because editable polys are, at some point, converted to triangle meshes, but strictly speaking, there is no guarantee that they will always be converted in same way every single time. If the triangulation changes, it may cause differences in the surface normals. I don’t know if this is what happens here though, without looking at the scene.
I am really curious about what could be causing this. I’ve never seen something like that since the boolean-type geometry chopping back in 1.09…
The closest to this effect i got was when u rendered an image in slices and it didnt match perfectly…Or it could happen rendering an animation with distributed rendering?
Im using irradiance map for Primary and Light cache for secondary. My irradiance map is set to -3 -2 with a clr thresh of .2 and that give me almost no flicker.
There are no bump maps in volved and nothing is animated on this object.
My first guess was that the the normals were getting converted wrong. The comment about using editable mesh instead seems to make a lot of sense.
I will give that a try and let you know. Thanks guys.
My first question is are you using motion blur ?
The second question is have you used the World Space Subdivision surface modifier on any of your objects ?
If so that could be your problem. I am working on some shiny shiny stuff again and thought I could subdivide my way out of a tricky bit of modelling. It renders fine ( well it isn’t a great model ) if I don’t use motion blur, but if I do use blur, it creates weird artifacts, that look similar to your problem. You might also check if you have used optimize on any of your objects, that sometimes cause problems.
There are some frames below, that are from my current project - of course it is all top secret and junk - I think you might just guess this one though
I’ve never used the world space subdivide modifier with motion blur. I wonder if it is changing the # of verts since it’s in world space. I could see that causing problems with motion blur.
I only used the subdivide modifier when I have normal problems. Like a chamfer box without a lot of subdivisions. I never realized that the lack of geometry would cause poping with Vray.