Hi.
Been working a couple of days now trying to solve this flickering that occurs on the mesh.
I have a feeling it has something to do with the transparency/SSS on the shader. Because it dissapears when using a default diffuse shader.
I have also tried cranking the sampling up to 60 000 with no difference.
Tried playing with the specular and diffuse depth from 4 to 64
Tried turnign adaptive sampling on and off.
Tried filtersize from 1 to 1.5
Tried Ray epsilon on different values.
Tried with fake shadows on and off in the shader
Tried turning alpha shadow on and off
The material setup is like this:
And this is the mesh.
The mesh is fully enclosed for the sss to take effect. (As far as i know you need encloused mesh/volume for the sss to work correctly right?)
But its a bit detailed, can that be a problem?
It can be a bit hard to catch the noise at first since the animation i have posted here is a bit short and fast. But if you play it in loop you can see these bigger splotches of purple innside the crystals that really goes crazy.
any help or tips on what i can try to solve this is much appreciated.
EDIT:
as a side note the scene system units are centimeters and the display unit is meters and the model boundingbox is 0,7m x 0,4m x 0,5m
We are also using octane 3.07 with the 3ds max plugin 3.07-4.43 on 3ds max 2016
Best regards
-Mats