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Specular Flicker

Posted: Sat Dec 12, 2015 11:19 pm
by iancofino
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!

Re: Specular Flicker

Posted: Sun Dec 13, 2015 8:03 am
by bepeg4d
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

Re: Specular Flicker

Posted: Sun Dec 13, 2015 10:17 pm
by iancofino
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.