Specular Flicker

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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iancofino
Licensed Customer
Posts: 7
Joined: Fri Nov 27, 2015 7:03 pm

Any ideas on why this is happening?

Image

Some info on this, hopefully it helps track down what is happening:

This is a simple Octa platonic that I'm using an explosion FX object on to get it to shatter like that.

The object is being lit indirectly with GI.

I'm rendering with Octane, using Pathtracing and a high specular depth (seeing as this is a glass-ish material).

I've tried rendering with Direct Lighting and PMC and have run into the same results.

So is this GI flicker, specular flicker, flicker due to overlapping objects because of the generally haphazard explosion or something else entirely?

Please let me know if there's any other info that you think is relevant, any help figuring it out would be really appreciated!
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bepeg4d
Octane Guru
Posts: 10372
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
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Hi,
weird effect!
here are some questions:
the scale of the objects is correct?
are you too far away from the origin?
what happen if you switch to info channel kernel in different modes to double check what is going on with the normals?
ciao beppe
iancofino
Licensed Customer
Posts: 7
Joined: Fri Nov 27, 2015 7:03 pm

Hey Bepeg4d, thanks for the reply.

After some digging, it looks like modifying the Ray Epsilon value almost entirely solved the issue (perhaps the rays were not permeating enough?).

But, when reviewing the scene, I found it ultimately to be a geo fighting issue, and my solution was to make some compromises on the design so that less shards would stack strangely on top of each other and conflict when drawing.
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