Author Topic: Water flickering with network rendering.  (Read 8786 times)

2019-09-03, 15:46:38
Reply #15

rowmanns

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Hi,

What are you using as a limit to stop the render? Noise, pass or time?

Secondly are you able to provide your scene? Instructions on how to do this are in my signiture.

Thanks,

Rowan
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2019-09-04, 07:02:32
Reply #16

wilbertvandenbroek

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We are rendering with a pass limmit.
As soon as I'm at work I will upload a scene for you.

2019-09-04, 10:24:05
Reply #17

wilbertvandenbroek

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Just uploaded WaterBug.zip to the private uploader.

2019-09-04, 12:39:34
Reply #18

rowmanns

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Hi,

Thanks, I'll test it here and see if I am able to reproduce the issue.

Thanks,

Rowan
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2019-09-04, 12:55:45
Reply #19

wilbertvandenbroek

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I've found the solution to both problems, one being a workaround.

Flickering water: different cpu's produce different results in reflection on my water shader. The solution is to lower the reflection from 1 to .85

Yellow objects flickering: missing corona bitmap textures. Yes, it was that basic. Still troublesome that corona material library points to local disk, for network rendering we made a duplicate folder in the network but something went wrong apparantly.

So for now I can move on in this project, hoping that different cpu's will produce similar results in the future.

2019-09-04, 14:21:56
Reply #20

rowmanns

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Hi,

I'm glad you found some workarounds for the time being.

We'll look into the issue of different results on different CPUs.

Thanks,

Rowan

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« Last Edit: 2019-09-04, 16:10:45 by rowmanns »
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2020-08-19, 17:37:19
Reply #21

rowmanns

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Hi,

This is fixed in v6 RC3, please test it out and let me know if there are any issues.

Cheers,

Rowan
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