Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] General Discussion => Topic started by: NeTz3d on 2017-08-31, 18:08:21

Title: Animation specularity problem.
Post by: NeTz3d on 2017-08-31, 18:08:21
Hi everyone,
I attached the 1 sec test. Of the animation that I'm getting rid of.
The problem is the flikering on the back light wood panel.
This is the result of the settings in the "performance" menu I attach, where am I wrong?
1280x720px resolution with 80 passes and Denoise Amount 0.6.

Thanks for your help and excuse my English ... use google translate
Title: Re: Animation specularity problem.
Post by: Frood on 2017-08-31, 18:58:58
Have you  checked for double faces within the glass panes? Never had some in transparent objects but somehow I can imagine it could look like this.



Good Luck


Title: Re: Animation specularity problem.
Post by: NeTz3d on 2017-08-31, 21:15:17
Hi Frood,
Controlled but no double face on the glasses.
Title: Re: Animation specularity problem.
Post by: romullus on 2017-08-31, 21:39:49
You could try to exclude glass from GI - it could be that UHD cache has problems with glass material.
Title: Re: Animation specularity problem.
Post by: NeTz3d on 2017-08-31, 22:43:33
Hi Romullus,
Yes, I'm doing various tests and confirm that the problem is glass material ... but I do not know how to fix it.
I'm sorry my ignorance ... how could I exclude only the glass from the GI?
Using 3DSMax ... what is the procedure?
Thanks
Title: Re: Animation specularity problem.
Post by: Frood on 2017-08-31, 22:52:03
That would be a severe bug, wouldn't it?


As for excluding from GI:

https://forum.corona-renderer.com/index.php?topic=14439.0


Good Luck


Title: Re: Animation specularity problem.
Post by: SaY on 2017-09-01, 06:13:06
Have you switched from "try to load + append" to "load from file" after calculation the UHD?
Title: Re: Animation specularity problem.
Post by: NeTz3d on 2017-09-01, 09:09:58
Hi,
So ... did all the best rumors and rumors of SaY but it does not change anything!
I also attach a screen to understand is just the glass mat without gi?
I also thought of eliminating the specular map on the wood .. it is not even that ...
The problem does not seem to be only in the glass area but also on mirroring of glossy materials (see the marble object in the foreground) that flickering???
Thanks Frood for the link, yes ... I would not want it to be a bug but it seems very weird!
I do not know what to do...help!
Title: Re: Animation specularity problem.
Post by: romullus on 2017-09-01, 10:36:58
The way you plugged glass material into rayswitcher, effectivelly disables the latter material. You need to unplug glass mat from rayswitcher's global illumination slot in order to exclude that material from GI.

Also, you should disable diffuse component on glass material, by turning diffuse level to 0 or by setting its colour to black.
Title: Re: Animation specularity problem.
Post by: NeTz3d on 2017-09-01, 10:41:13
I also did a test without the glasses and the problem of flickering on the wood has disappeared ... it remains only on the glass (glass) and marble polish ... so it's a material problem ... how does it work out? Some parameters to be set on these materials? What but what? I would not know exactly !!! Help I have to give the animation please ...
Title: Re: Animation specularity problem.
Post by: NeTz3d on 2017-09-01, 11:47:54
Nothing!
Not even arranging the glass material as it said "romullus" disappears the problem !!
I inform you that before I had ies lights on the library but that I have now changed them with disks, but I kept other ies lights in the scene but the problem remains.
Ideas?
ehmm ... I inform you that I use the 1.7 .... I hope you can say that this is not the problem
Title: Re: Animation specularity problem.
Post by: romullus on 2017-09-01, 12:26:15
Hmm, if you've excluded glass from GI and it still flickers, then it must be from insufficient AA? Although it does't look so from the video you have attached in the first post. Anyway, could you try to reset render setup>performance settings and see if that makes flicker better or worse?
Title: Re: Animation specularity problem.
Post by: NeTz3d on 2017-09-01, 12:44:30
Here are the settings I'm using now, not those of the first video, as I see them increased but the problem remains.
In the last itest I also set the "pass limitW to 100 and the "denoise" to 0.6 but it does not change
Title: Re: Animation specularity problem.
Post by: maru on 2017-09-01, 12:52:17
Is this also happening if you disable denoising?
Title: Re: Animation specularity problem.
Post by: NeTz3d on 2017-09-01, 13:23:52
Yes, I confirm that the problem is still disabled :-(
Title: Re: Animation specularity problem.
Post by: NeTz3d on 2017-09-01, 18:58:02
Maybe I've found that the problem is refracting the glass material from problems, if I take it with "Thin (no refraction)" not a problem, but a really unreal glass!
Then? Do not I think it's a bug? Or yes?
Help to solve this problem?
Thanks
Title: Re: Animation specularity problem.
Post by: grafichissimo on 2017-09-04, 10:15:33
Hi NeTz3d, that is just noise, you have to keep rendering unless the noise is less visible, this may take ages because you have a lot of glass in there.
There si nothing to do, unless you want try to reduce the GI quality or try to clamp your GI.
Keep in mind that the denoiser is not a miracle tools, and is not keeping a regular behaviour through multiple frames, that is not flicker is a random pattern of the denoiser.
Alternatively if you use AE you can beneficial of using some tool for denoising that is based on multiple frame in order to keep the cleaning process consistent.

Ciao!
Title: Re: Animation specularity problem.
Post by: Ludvik Koutny on 2017-09-04, 11:28:18
There may be some problem with the new sampler maybe... not having the static pattern in places where it should. I would recommend you to upload the scene here https://corona-renderer.com/upload and report the problem in the bug reporting section along with the name of the scene.

This is the best way to ensure developers will take a look at it and make sure whatever is happening will be fixed in 1.7. Since I see that your noise pattern is static on most of the images, but moving in the glass parts, it's probably a bug at a lot lower level, which users can not work around in any way.
Title: Re: Animation specularity problem.
Post by: maru on 2017-09-11, 10:29:10
Is this issue solved or not? It looks very serious. I can see that the video download link from the 1s post is inactive - @OP, could you re-upload it?
It would be also great if you could send us a report about this issue to support@corona-renderer.com .
Title: Re: Animation specularity problem.
Post by: NeTz3d on 2017-09-11, 10:43:25
Hi Mauru,
I uploaded the scene on your "private uploader" last week, as Rawalanche said and I did not have any news.
Did I do something wrong?
Title: Re: Animation specularity problem.
Post by: maru on 2017-09-11, 16:17:11
That's fine, sorry, I wasn't aware that the scene is already uploaded.
Title: Re: Animation specularity problem.
Post by: lmikkelb on 2017-09-25, 17:37:13
Hi NeTz3d, that is just noise, you have to keep rendering unless the noise is less visible, this may take ages because you have a lot of glass in there.
There si nothing to do, unless you want try to reduce the GI quality or try to clamp your GI.
Keep in mind that the denoiser is not a miracle tools, and is not keeping a regular behaviour through multiple frames, that is not flicker is a random pattern of the denoiser.
Alternatively if you use AE you can beneficial of using some tool for denoising that is based on multiple frame in order to keep the cleaning process consistent.

Ciao!

What grafichissimo said.  Whats your noise level? I can recommend using this plugin https://www.neatvideo.com/ 
on the specular pass. I guess you could probably render it a little longer and see, ;D good luck!
Title: Re: Animation specularity problem.
Post by: lmikkelb on 2017-09-25, 18:29:39
Attached a test with Neat denoise.

Denoising stills is quite different from animations. It can produce something i call- The reverse light cache animation flicker X-P

If possible use a time smoothing feature in the denoise. This can soften the image and remove detail, so It might be best to only do the denoising on the problematic pass(refraction/specular in your case?) and isolated it with a mask. 

Sorry about the grading, did the denoising in Davinchi;D
Title: Re: Animation specularity problem.
Post by: maru on 2017-11-23, 11:38:09
@OP if this is still actual, can you tell me what was the file name or some other info that would help me find it? Did you use the regular or Dropbox upload?