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[Max] I need help! / Re: Settings for animation
« on: 2018-08-02, 18:44:54 »Hi, I am sure there is a way to render both flicker-free, but first we will need to understand more about the scene itself:
Glasses:
1) Are you using path tracing only, or path tracing + uhd cache? (performance tab) I would suggest using path tracing only in this case.
2) Are you using denoising here? I would suggest switching it off, as it can produce different results for different frames, especially with not enough passes.
3) How many passes per frame is this?
4) What kind of lighting are you using? Corona's Sun+Sky? HDRI? The idea is to understand what is this bright highlight in the glass material.
Wall:
This is definitely displacement being re-calculated for each frame. For animations with moving cameras, the solution is to:
1) Use bump maps for fine details, and displacement only to define the overall structure of the material (e.g. bricks)
2) Switch from screen-space to world-space displacement in the performance tab (this will prevent flickering, but displacement will be calculated for the whole object, even if its outside of the camera frustum, so more RAM may be required.
3) Adjust the displacement size in the performance tab to find good balance between quality and RAM usage (lower values mean higher quality displacement, but more RAM usage)
In case of the glasses, you can try the following advice:
https://forum.corona-renderer.com/index.php?topic=19065.msg119271#msg119271
https://forum.corona-renderer.com/index.php?topic=14429.msg101324#msg101324
https://forum.corona-renderer.com/index.php/topic,16522.msg104046.html#msg104046
https://forum.corona-renderer.com/index.php?topic=19628.msg122645#msg122645
Glasses:
1) yep PT&PT
2)yep denoising
3) I'm not sure, I set the noise limit at about 6% from memory
4) I think that was Corona Sun& Sky but the person who set that file up had a weird mix of HDRI/Sky in a few of them, I did strip that out on most of them, I think this one too.
Wall:
Ok thanks, I'm moving away from using displacement on animations where possible because of render times but that's all good to know.
Cheers! I'll check those threads out tomorrow.