Anyone else seeing NGONS flickering in animations? We use to triple all NGONS in previous versions of Octane...but since that has been added in recent versions we thankfully don't have to do that. However we still get some weird issues on some NGONS during animations. Which we then have to re-render after we triple the ngons.
Anyone else see this, if so, anything that can be done either with current plugin or a revised version?
NGON Flickering Issues
Moderator: juanjgon
- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
I could be wrong, but I think Ray Epsilon might have some funkiness with ngons... Real quick, try a couple different (lower and higher) Ray Epsilon settings and report back.
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- 3dreamstudios
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Interesting thought. Can't test right now but will keep that in mind as an alternative to tripling polys! I hate doing that...FrankPooleFloating wrote:I could be wrong, but I think Ray Epsilon might have some funkiness with ngons... Real quick, try a couple different (lower and higher) Ray Epsilon settings and report back.

I kind of thought that was what is happening in "memory" that way we didn't have to destroy our geometry but at render time it would be ready for the render engine. *shrug*
Hi,
Does this object have deformations or another kind of mesh distortion? The triangulation of ngons can be not the same if the base ngon is not exactly the same in all the frames.
Anyway, if you want to send me a scene with this problem I could test it here.
Thanks,
-Juanjo
Does this object have deformations or another kind of mesh distortion? The triangulation of ngons can be not the same if the base ngon is not exactly the same in all the frames.
Anyway, if you want to send me a scene with this problem I could test it here.
Thanks,
-Juanjo
- 3dreamstudios
- Posts: 479
- Joined: Fri Apr 03, 2015 8:55 pm
Juanjgon, thanks for the reply. The polys don't have any deformation on them. I'll see if I can setup a scene with some geometry similar to what I use in scenes and see all the time. Hopefully I can re-create something you can take a look at. Might be a day or two though...trying to get some stuff out!juanjgon wrote:Hi,
Does this object have deformations or another kind of mesh distortion? The triangulation of ngons can be not the same if the base ngon is not exactly the same in all the frames.
Anyway, if you want to send me a scene with this problem I could test it here.
Thanks,
-Juanjo

I was having some strange issues as well. A simple animation created with bullet, and then baked with mdd's. Surfaces would randomly seem to disappear or look like they had some type of clip map applied to them when they rendered normally the previous frame.
After reading FrankPooleFloating's post, I lowered the ray epsilon incrementally from 100 um to .05 um, and the artifacts disappeared. Is this normal?
After reading FrankPooleFloating's post, I lowered the ray epsilon incrementally from 100 um to .05 um, and the artifacts disappeared. Is this normal?
- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm

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- 3dreamstudios
- Posts: 479
- Joined: Fri Apr 03, 2015 8:55 pm
I have not tried chaning the ray epsilon values to see if it changes my results. Are any of the polys you were having issues NGONS or non-planar? I always tripple my non planar (as they are mistakes in modeling if I have any) but ngons I like to keep, makes my models cleaner. I'm not a QUAD modeler 

Well, the ray epsilon setting I thought was the solution turned out not to be. While the artifacts I was seeing like clipped geometry went away, I started seeing the concentric circles in the glass and the image got noticeably darker. Looking for another solution. I've tried tripling the n-gons and also the quads, because the artifacts are showing up on both. No cloned objects, but a mdd reader on the object deform panel.
- 3dreamstudios
- Posts: 479
- Joined: Fri Apr 03, 2015 8:55 pm
Is your scene NDA? Maybe you can send to J and see if he can replicate...wonder if we are having similar problem with different uses?