Flickering reflections in surfaces and how to get rid of them?
happens constantly in certain reflective surfaces.
User Posts:
Nothing animated at all. I will send you the file.
|
User Posts:
I do think you're right about it being global illumination.
Edited:
|
User Posts:
(this is a GIF file, click on the image; if not played download the attachment.). You can see the GI flicker in the right cube, reflection in the left sphere. One hdr and a sunlight lit the scene. Left sphere has no thickness, right one has thickness applied. Iteration value 8. Iteration =16 All other centileo parameters are default. No glass, max iter = 16.
Edited:
|
User Posts:
|
User Posts:
Even with 32 iteration the gi flicker is prominent. Did some test with placing the object inside a cube, lighted with a single area light. There wasn't any noticeable gi flicker. But the scene took 4 min to render with default settings at 640x360 res.
|
Administrator Posts:
thrimanakatha, can you send me this scene file with HDR please?
CentiLeo Chat:
|
User Posts:
I emailed the scene file.
|
Administrator Posts:
Thanks for files to thrimanakatha, ssjenforcer
Working to fix the issue. At the moment I have found that if the object is tesselated (more polygons) more the artifact goes away. For example adding subdiv removes the artifact. But I need to fix it without this workaround.
CentiLeo Chat:
|
User Posts:
I don't suppose increasing the phong angle helps to fix it if there is a phong tag?
Edited:
|
User Posts:
@Kirgman,
Fixing the issue inside the code is future proof. It is not possible to add subdivisions always, especially in architectural rendering. Interior walls and roof may contain lesser polygons and it may not be perfectly arranged, sometimes with boolean and with ngons. I am testing other renders also, so far they have no gi issues. |
Administrator Posts:
I want to fix the issue in the new coming release, this shouldn't work like that. It can be either an internal ray epsilon computation failure. Or it can be related to smooth normals that we have per vertex because when we increase subdivision and smoothness the stupid artifact goes away. Funny thing, but I hope to fix that soon
CentiLeo Chat:
|
User Posts:
I have a scene with cloth clothing on characters and the only flickering I had like before was a scarf on someone and it was the only cloth I didn't put into a subdivision surface. |
||||
|
Users browsing this topic