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Flickering reflections in surfaces and how to get rid of them?, happens constantly in certain reflective surfaces.
 
I emailed the scene file.
Flickering reflections in surfaces and how to get rid of them?, happens constantly in certain reflective surfaces.
 
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.
Flickering reflections in surfaces and how to get rid of them?, happens constantly in certain reflective surfaces.
 

(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: thrimanakatha - Mar 31, 2022 01:47
Flickering reflections in surfaces and how to get rid of them?, happens constantly in certain reflective surfaces.
 
Nothing animated at all. I will send you the file.
Flickering reflections in surfaces and how to get rid of them?, happens constantly in certain reflective surfaces.
 
1. I did a test with a sphere with a glass material applied to the front half and diffuse material to the back half. Placed a cube inside the sphere and rendered. The GI flickering is there, so the geometry is not causing the issue.

2. Added thickness by extruding the sphere, the issue is still there.
Flickering reflections in surfaces and how to get rid of them?, happens constantly in certain reflective surfaces.
 
Hello ssjenforcer,
I downloaded your scene and checked. At first it rendered black, so I removed the bitmap nodes and increased the hdr value to 1. Rendered with high clamp values and ray bounces. The GI flickering is there but not intense as like yours. Something is wrong with GI bounce inside transparent objects with Centileo.
I will check this model into other renders.
materials disappear from the node editor
 
Thanks Kirgman,
I am using r25. I checked in other scenes and the issue happens randomly. Might be the material browser is accidently the active window rather than the node editor. The issue started after updating to r25. 25 doesn't have the issue.

Earlier version doesn't show this kind of behavior.
Flickering reflections in surfaces and how to get rid of them?, happens constantly in certain reflective surfaces.
 
poly normals = polygon normals. You can turn it on by pressing alt+v then view> polygon normals = on Here is the help showing how to check and align the normals https://help.maxon.net/c4d/r25/en-us/Default.htm#html/5669.html?Highlight=normals

quad dominant object is usually used in animation. The object is made of 4 sided polygons only. No triangles, ngons are present. A 3d object with good mesh flow can easily be manipulated, animated, distorted and applied different modifiers.
Check the maxon help, showing the sumdivision modifier in action https://help.maxon.net/c4d/r25/en-us/Default.htm#html/OSDS.html?TocPath=Create%2520Menu%257CGenerato...

You can always use the help system by selecting anything within the c4d and pressing ctrl+f1.

Your car model has triangulated mesh. Using the command untriangulate may help to some extend.
Adding edgeloops, welding loose vertices will fix the round corner issue.
But I don't think the flickering is because of the low poly count.
materials disappear from the node editor
 
Yes, undo works.
When I pause the IPR, deleting the node works as usual. When IPR running deleting a single node deletes entire node tree.
Undo functions not working with Centileo objects like light.
Flickering reflections in surfaces and how to get rid of them?, happens constantly in certain reflective surfaces.
 
hello,

apply the following solutions, one at a time and render.

1. Change the hdr (download high resolution hdr from reputed source. Sometime hdr may not have the right light information.)

2. Turn off static noise in Centileo render (if it is already turned off, turn it on) and render. See if the interior flickering disappears or not.

3. Turn off denoiser and crank up the max ray bounce, clamp lights to the max. Also increase the max iteration. Render only the flickering frames and check.

4. Use two different sky objects, one for lighting and one for reflection.

5. Add bounce/fill/ambient light inside the car.

6. Check the poly normals (not the normal tag) of the glass object. If they have issues use align normals.

7. Check the car paint material. Try to use one reflection layer and render. Later add second layer.

Inorder to use subd, you need to convert your model to quad dominant. Add edge loops around those round corners.
materials disappear from the node editor
 
Hello Kirgman,
When on IPR, if I delete any node (say gradient) the whole material node system, delete from the editor. Is it a bug, or it is supposed to be like this?

What about the next update?
Edited: thrimanakatha - Mar 23, 2022 00:51
Flickering reflections in surfaces and how to get rid of them?, happens constantly in certain reflective surfaces.
 
Are you sure, there is no other light objects? I have same issue in one scene where an area light created weird reflection.
The hdr may be creating the highlight around the glass.

Try to uncheck the noise remover and render the interior. May not be the right solution but it may help to identify the issue.

Remove the normal tag of the car and render. Sometime the normals may be random in those low poly models.
Texture issues, Texture not rendering correctly
 
This is a quick setup I made.

Droplets are distributed using cloner with shader effector. Size and shapes are altered using displacer. Not much realistic but easy to replicate. Ice was also freshly made with cube and displacer.
two types of materials used, frosted ice with bump and roughness.
Bubble ice with inner cloned cylinder and spheres (need to adjust the material). With denoiser turned on and only 2 iteration used.
Texture issues, Texture not rendering correctly
 
of course realistic droplets will help.
The above scene was quickly made for sharing with the developer. The core focus was on to the ice and water (both are modeled properly).
Gradient textured lights
 
Thanks,
I did a render with the glass material, its working. But not the exact look I am after. May be I need to recolor the texture.
How to make volumetic lights?, How to make volumetic lights?
 
You may use c4d take system and render the volumetric as separate pass with c4d standard render and composit them. You have to use material override also.
Any way yet to create atmosphere?
 
Quote
Kirgman wrote:
No, I don't think it will normally work this way. We need to implement it, it's on a roadmap. I think after finishing the current release there will be much easier to add such small features as that
Yes we need those little things badly.
Any way yet to create atmosphere?
 
You can do multilayer rendering with override. Use take system wisely.
1 take - Use centileo as render and do the render
2 take- create material override and use c4d standard render. Use atmosphere/ volumetric or whatever effect c4d support and render them.

composit the two scene together.

If you use them wisely there won't be much headache while compositing.

I use this technique for Ambient occlusion, object buffer etc. I didn't check with Centileo though. If you don't use depth of field and motion blur in centileo there won't be much difference.
I had issues with physical camera before, it may slightly offset objects in different renders.
Texture issues, Texture not rendering correctly
 
Quote
ssjenforcer wrote:
Quote
Kirgman wrote:
Thanks for sharing the images! Btw, I like the look of the icecubes you did. However there is probably needed to improve the water droplets on the bottles, they are too spherical
this site called Noedle has great water dripping Alpha texture maps for free.
I wonder if using that in displacement would look good?

I was thinking maybe instead of a surface material the water drops could be cloned soft body spheres with random effector for size, that run down the surface of the bottle.
I did a test the other day with soft body balls and with only 14 segments and a Subdivision surface applied it ran smoothly. I just needed to keep the soft body tag attached to the sphere object. So with them cloned to the bottle surface as render instances (multi instance I believe doesn't allow for dynamics) it might render well.

Maybe subsurface scattering for the ice cubes if you wanted to make a frosted inside look to them.
I just watched a neat video showing how that can make glaciers look nicer.
Thanks for the site info, I will check.
Displacement may work good for simple geometry, may be for the above bottle. I have done several test with other renders using displacement map for similar scenes, but couldn't get the desired look. Too much jagginess and weird refractions with displacement.
The droplet is actually cloned hemisphere. I used it for simplicity. I have other scenes with properly modeled water droplets cloned on the bottle surface. I followed a tutorial long ago and created some dripping effect with thinking particles. Unfortunately I don't have access to those scenes now (my hard disk has some issues).
Here is the link to the tutorial https://lesterbanks.com/2013/01/creating-animated-water-drops-on-an-apple-using-thinking-particles-i...

Frosted look for ice cube is also done with other render, I used bubbles, cylinders inside the ice and applied different ior, for ice used some bump map and roughness in the refraction.
I never used sss with highly refractive scenes, too much to calculate. But with Centileo I may try.
Thanks for the tips.
Texture issues, Texture not rendering correctly
 
Quote
Kirgman wrote:
Thanks for sharing the images! Btw, I like the look of the icecubes you did. However there is probably needed to improve the water droplets on the bottles, they are too spherical
yes, the water droplet need more works, this one is just a hemisphere. I have other scenes with properly modeled water droplets.
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