specular glass and motion blur = flicking

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specular glass and motion blur = flicking

Postby AdrienG » Sun Aug 20, 2023 9:39 pm

AdrienG Sun Aug 20, 2023 9:39 pm
Hi,
Motion blur causes flickering in complex specular material (glass simple, no scatter).
No motion blur (shutter speed = 0) and no more problem.
Which parameter to deal with to get rid of this flicking ? i d like to keep the mb effect, or at least understand better.
Cheers
AdrienG
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Re: specular glass and motion blur = flicking

Postby BK » Mon Aug 21, 2023 1:55 am

BK Mon Aug 21, 2023 1:55 am
AdrienG wrote:Hi,
Motion blur causes flickering in complex specular material (glass simple, no scatter).
No motion blur (shutter speed = 0) and no more problem.
Which parameter to deal with to get rid of this flicking ? i d like to keep the mb effect, or at least understand better.
Cheers


Hi Adrien,

Thank you for the post.
Have you tried increasing the **Samples Per Frame** from the Vertex animated mesh>Shape node>AE editor>Octane Rollout.
Would you please share a sample scene for us to investigate if this does not fix?

cheers
Kind Regards

bk3d
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Re: specular glass and motion blur = flicking

Postby AdrienG » Mon Aug 21, 2023 8:39 am

AdrienG Mon Aug 21, 2023 8:39 am
thanks for your answer, i will try your recommandation now.
However, the deactivation of motion blur work seemed to attenuate the flickering on one shot but absolutely not on other shots.
See attachment video.
cheers
Attachments

[ Play Quicktime file ] specular flicking.mp4 [ 2.83 MiB | Viewed 2397 times ]

AdrienG
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Re: specular glass and motion blur = flicking

Postby AdrienG » Mon Aug 21, 2023 9:35 am

AdrienG Mon Aug 21, 2023 9:35 am
Ok i found the problem, very simple.
There's an overlap or very close distance between the specular mesh and a solid diffuse base/fixation.
Adding some distance between them fixed it. RayEpsilon could have been an other parameter to deal with i guess if there's any existing gap.
AdrienG
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Re: specular glass and motion blur = flicking

Postby elsksa » Mon Aug 21, 2023 2:10 pm

elsksa Mon Aug 21, 2023 2:10 pm
Ray Epsilon is global, it’s rarely needed, typically when the scene scale has been wrongly setup, is small or large due to the context. It’s a common misconception to think of RE as some sort of magic tweak that fixes user-errors.
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