Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - markusmedk

Pages: [1]
1
[Max] I need help! / Re: Caustics flickering (corona 12)
« on: 2025-02-17, 12:53:45 »
Just jumping in this interesting conversation: I've been testing caustics animation with C11 with no particular flickering issue, even with a low number of passes. I used Path tracing for both solvers though. Did you try this option @RecentSpacesSam?
I rarely had any issues with caustics flickering in Corona 11 (mostly UHD as second solver). Haven't been able to get a flicker free animation of caustics in Corona 12 as of yet which is a shame considering the improved caustics in general.

It may not always be possible to render animations with caustics and acceptable time/quality.
Thanks for the reply. Do you think some workaround will be implemented in the future?

2
[Max] I need help! / Caustics flickering (corona 12)
« on: 2025-02-07, 08:43:39 »
Hi!

I've been trying to render an animation of some caustics in pool water, noticing quite a lot of flickering as of Corona 12. I have tried changing the secondary solver to UHD Cache and 4K cache, both set to flicker free. I've also tried playing with the caustics surface multiplier making it less bright as well as a CoronaRaySwitch in the water material with no luck. I've read that a lot of people have similiar issues but with no fix. I also noticed the same issue with another animation of a glass - loads of flicker making the animation useless.

The water is a simple corona physical material with a phoenix ocean tex map connected to corona displacement modifier. I've also tried without the displacement modifier and connecting it into the displacement slot of the material. Caustics generated from a Corona Sun.

Rendered the same animation a couple of months ago with a simple noise map with Corona 11 without any issues, same settings.

I've read about the new and improved caustics as of Corona 12 using Markov Chain algorithm. But rendering 200 passes/frame for an animation is simply not an option.




Pages: [1]