Chaos Corona Forum
Chaos Corona for Cinema 4D => [C4D] I need help! => Topic started by: bursche on 2025-03-27, 12:07:01
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Hey guys! I know, old but gold, but I’m having issues with flickering in my animation.
I’ve already tried the common solutions: set UHD Cache to flicker-free, loaded the precomputation from a file, and rendered all frames with the same noise limit. Still, the flickering persists. I’m using strong DOF, but I can rule it out as the cause—I’ve rendered the animation both with and without DOF.
heres a 10frame example. The flickering occurs on the lower plastic part.
Any advice?
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IMHO
Save your time w/ Black magic...
'Resolved' using integrated "Open FX/Deflicker" set to "Floro Light" & slowed down /4x using "OpticalFlow".
PS.
It appears to me as, if caused by 'geo' ~ 'shading normals', 'low angle shadow' ... ? subdivide some, up the geo resolution...
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Are you using a denoiser here? For how many passes are you rendering?
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no denoiser, i'm rendering for a noise limit , not a pass limit.
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IMHO
Save your time w/ Black magic...
'Resolved' using integrated "Open FX/Deflicker" set to "Floro Light" & slowed down /4x using "OpticalFlow".
Its Davinci resolve software right? Don't have that. Hopefully that works in the free version. Great tip, looks convincing!
PS.
It appears to me as, if caused by 'geo' ~ 'shading normals', 'low angle shadow' ... ? subdivide some, up the geo resolution...
Just tried that, it seemes not to bee the problem :(
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Yes, fixed with DaVinci Resolve Studio. Free version doesn't have it.
(BTW, if you're adventurous you could try w/ FOSS "Frameflow" version @(https://github.com/nihui/rife-ncnn-vulkan)
// used to use that few times before, since the one by N00MRAD occasionally flickered
Also, could you make and share a test scene exposing the issue for analysis.
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unfortunately not as it contains propietary geometry and textures :(
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Well then, in such occasion reproduce the issue in different circumstances - Modify/customize proprietary parts systematically (change textures, replace geo). If issue persists, limit the scene to just that specific elements, so you're able to share it w/o exposing or damaging your client. Maybe you'll even find the cause doing just that. It's also more beneficial to solve the issue at source rather then relying on extra work and/or 3rd party solutions.