I am rendering some textured plastic enclosures and am having difficulties with the texture flickering/shimmering during panning. Attached is the video. SW 2012 sp5 Any ideas?
I think what you're seeing are compression artifacts from the codec you're using.
You might try changing your texture from a bump map to a normal map (Surface finish tab)
Thanks for the reply John. The flickering was still present in the uncompressed file. I also tried the displacement mapping option .0015 and I produces the same result. It looks like the texture is being mapped in a different location/orientation for every frame. Like a fizzy TV screen...
It's interesting that you don't get the same effect on the surface with the anistropic pattern.
Shooting in the dark here a bit but worth a try I think.
First off....turn off any direct lights (spot, pint, directional) you have and run a few test frames and see if the problem is gone or diminished?
If that works I'd probably also try lowering your reflection setting to somethign like .03-.06. and the Specular Spread to .7
If you really want the direct lighting I'd try lowering the Specular setting to maybe .4
I believe what's happening is you're just getting too much specular and reflection from the bumps on the plastic. The above settings should reduce and smooth those effects for less "glitter"
Thanks! I didn’t have any direct lights on for the animation. I tried the settings that you suggested, but they only reduced the highlights. The texture still moves around on the surface as the camera pans. It's pretty wacky...like the texture doesn't stay where it is/was...
I've seen the video now and can see this is the issue I mentioned above. As the camera moves the texture is not moving, it is the viewer's perception that it is moving. As the light hits the texture it creates different highlights and reflections, so as you are moving acropss the surface the rate of "change" is more noticable - sparkles. This is especially noticable (as you are finding) with studio lighting set ups (HDRIs or direct) as these tend to pick up all the surface nuances and textures.
If you don't use any form of motion blur, try a couple of things:
1. Reduce the texture bump/displacement amount.
2. Change the lighting to more overhead/general - outdoor lighting works well for this.
3. Reduce the speed of the camera movement as it traverses the textures, or, conversely, really speed it up. Ideally add motion blur but this tends to increase render times (which is why we do this in post).
In addition to Rob's good suggestions, couple of questions...
Are you using displacement maps? (look on the surfacing tab) Not totally sure but maybe there could be an cause some issues here as well. This is additional geometry that is calculated at render time..instead of a 'bump', geometry is actually protruded based on the texture map's gray value.
Another issue could be 'blurry reflections'. In modo, there is a separate setting to crank those up. They tend to make things render a little longer and can introduce noise. This may show up in an animation as flicker.
And the last issue is what was your final render settings? There ALWAYS is an issue with Irradiance Cache in animations. Most of the time it's mitigated if you don't have small tight spots. There is a little of this noise I can see in the bottom interface between the ground plane and the boxes..but not much.
I can't see the video on my ipad but if it is what I think it is a common issue with animations. We come across this issue a lot when rendering out fine textures like grass or stone in architctural scenes. What we do is render out as still images then use After Effects to apply blur effects to the video..this removes the flickers/shimmers quite effectively and as the parts are in motion your eye doesn't pick up the blur as a defect.
That's a really good idea Kevin.
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