Author Topic: Multishader keeps changing randomisation on Team Render  (Read 1790 times)

2022-02-02, 15:13:42

RobertMHH

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Hi, i have a problem with the Multi Shader.
I have a scene with a cloner cloning multiple leaves in a grid. A plain effector with a box falloff removes some leaves over time (e.g. scales them down). The leaves all have the same material, but the texture is in a corona multi shader in "object" mode with randomisations on hue and gamma being enabled (5%). Now when I render some frames of the animation on my main machine all colors remain perfectly the same. But when i render in team render with a second machine, the colors are flickering on some frames, as if the hue and gamma randomisation is calculated with a new seed on each frame. Even stranger is, that I dont have just 2 versions (I thought maybe each machine calculates the randomisation differently, so I have 2 different outputs) but each "flicker" seems to be unique.
Now Im wondering if this problem comes from a) team render not working right with the multishader, b) the effector with the falloff fields messing with the objects in any way, c) using the wrong mode for the multishader or d) all of the above :D

2022-02-02, 15:46:23
Reply #1

aler

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2022-02-02, 15:55:00
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Beanzvision

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Hi there, could you possibly share a short video demonstrating this and upload it via our private uploader?
https://corona-renderer.com/upload
Bengamin Jerrems:
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2022-02-02, 18:28:30
Reply #3

RobertMHH

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Okay I checked the other post, this seems kinda related but im not changing any orders, only animating the scale with a plain effector/field. I got a workaround using the variation shader in Object name mode, as suggested in the thread.

Ive uploaded a file of the flickering under 1643822632_clover-test.mp4, hope this is all you need?

The flickering seems to start when the first clovers reach their final size, meaning 0.  Maybe its about how mograph handles clones when they are gone/ scaled to 0?

2022-02-02, 18:44:35
Reply #4

Cinemike

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The flickering seems to start when the first clovers reach their final size, meaning 0.  Maybe its about how mograph handles clones when they are gone/ scaled to 0?

Maybe Mograph sees this as a change of the object number and re-randomizes (or whatever it is called ;))

I suggested an "object name" mode for the Multishader a while back, too.

2022-02-03, 15:12:28
Reply #5

RobertMHH

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The flickering seems to start when the first clovers reach their final size, meaning 0.  Maybe its about how mograph handles clones when they are gone/ scaled to 0?

Maybe Mograph sees this as a change of the object number and re-randomizes (or whatever it is called ;))

I suggested an "object name" mode for the Multishader a while back, too.
Ok out of curiosity I changed the plain effectors scale from "-1" to "-0.999" - and it worked! No more flickering! So apparently C4Ds ID system gets rid of objects scaled completely to 0