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Flickering Texture

Posted: Thu Apr 09, 2020 7:51 pm
by alexbeslin
I hope someone can help me with this.

https://www.youtube.com/watch?v=zLsesq5JRPw

on the video link above left wheels, you will notice a flickering. I tried many different things and to be honest it's hard to minimize it or remove it.
What is causing it and what will be the best approach to solve this problem.


Thank you.

Re: Flickering Texture

Posted: Thu Apr 09, 2020 8:16 pm
by frankmci
"I tried many things," doesn't tell us anything. There's no way to know what's causing it with no information, and very difficult to make useful suggestions.

What did you try? What might be different about the geometry on the left that is flickering compared to the geometry on the right that isn't? Does the same thing happen with different render kernels? How about with different materials? How about from a different POV? Or a different environment map? Have you tested to see if it's reflection/specularity that's causing the issue, or shadows, or something else? What elements can you remove from the scene and still see the problem?

Take a look at this thread about troubleshooting, and if that doesn't help, come on back with more information. Good luck!

viewtopic.php?f=23&t=73054&p=378277&hil ... al#p378277

Re: Flickering Texture

Posted: Thu Apr 09, 2020 10:33 pm
by alexbeslin
I think it's a rendering engine. It does not process all the information on each frame, alternate or selectively removing data.
I tried multiple options (hundreds), spent a few days on it now and no solution.

I think Redshift will be a much better solution. It's clean, million times cleaner comparing to Octane.

I'm so sorry, I just think it's a good engine for single images but it's not for demanding animations.

Re: Flickering Texture

Posted: Thu Apr 09, 2020 11:26 pm
by jayroth
Can you isolate that section of the mesh and publish a screenshot of the geometry? I would like to see the actual polygonal structure, if you don't mind.

I have run hundreds of thousands of frames through Octane over the years. It is very well-suited to animation. Let's check out that geo as a starting point.

Re: Flickering Texture

Posted: Fri Apr 10, 2020 12:18 am
by aoktar
alexbeslin wrote:I think it's a rendering engine. It does not process all the information on each frame, alternate or selectively removing data.
I tried multiple options (hundreds), spent a few days on it now and no solution.

I think Redshift will be a much better solution. It's clean, million times cleaner comparing to Octane.

I'm so sorry, I just think it's a good engine for single images but it's not for demanding animations.
Sounds like you have much experience on Octane with animations! Probably you have overlapped triangles lest than ray_epsilon value.

Re: Flickering Texture

Posted: Fri Apr 10, 2020 2:06 am
by alexbeslin
aoktar wrote:
alexbeslin wrote:I think it's a rendering engine. It does not process all the information on each frame, alternate or selectively removing data.
I tried multiple options (hundreds), spent a few days on it now and no solution.

I think Redshift will be a much better solution. It's clean, million times cleaner comparing to Octane.

I'm so sorry, I just think it's a good engine for single images but it's not for demanding animations.
Sounds like you have much experience on Octane with animations! Probably you have overlapped triangles lest than ray_epsilon value.
sorry but there is no triangles or N- gons, it's a solid hard surface model,

Re: Flickering Texture

Posted: Fri Apr 10, 2020 2:07 am
by alexbeslin
jayroth wrote:Can you isolate that section of the mesh and publish a screenshot of the geometry? I would like to see the actual polygonal structure, if you don't mind.

I have run hundreds of thousands of frames through Octane over the years. It is very well-suited to animation. Let's check out that geo as a starting point.
I will.

Here is a geometry.

https://we.tl/t-0qOFVjOOXM

and on a youtube video, you can see a flickering
I will try to render 2 frames .

Thanks

Let me to remodel again entire pice. and If things appear again I will get back to you.

Re: Flickering Texture

Posted: Fri Apr 10, 2020 7:11 pm
by jayroth
alexbeslin wrote:
aoktar wrote:
alexbeslin wrote:I think it's a rendering engine. It does not process all the information on each frame, alternate or selectively removing data.
I tried multiple options (hundreds), spent a few days on it now and no solution.

I think Redshift will be a much better solution. It's clean, million times cleaner comparing to Octane.

I'm so sorry, I just think it's a good engine for single images but it's not for demanding animations.
Sounds like you have much experience on Octane with animations! Probably you have overlapped triangles lest than ray_epsilon value.
sorry but there is no triangles or N- gons, it's a solid hard surface model,
No such thing as a solid surface model in Cinema 4D. Everything gets converted to polygons for render. Are you using boolean operators at all?

Re: Flickering Texture

Posted: Fri Apr 10, 2020 7:18 pm
by jayroth
alexbeslin wrote:
jayroth wrote:Can you isolate that section of the mesh and publish a screenshot of the geometry? I would like to see the actual polygonal structure, if you don't mind.

I have run hundreds of thousands of frames through Octane over the years. It is very well-suited to animation. Let's check out that geo as a starting point.
I will.

Here is a geometry.

https://we.tl/t-0qOFVjOOXM

and on a youtube video, you can see a flickering
I will try to render 2 frames .

Thanks

Let me to remodel again entire pice. and If things appear again I will get back to you.
Good, clean geometry is a must. Rendering engines cannot do much to compensate for malformed geometry. And operations like booleans creates garbage everywhere. I always recommend the MILG series to people for some great modeling instruction. The latest one is the best, IMO, but the series is great overall.

I would recommend rebuilding this structure properly. You can still use primitives and booleans, but if you do not need to animate boolean operations, I always recommend saving a result object and then editing as necessary for clean up. There are ways to get clean results from booleans, but you need to do some homework. Again, MILG is a great resource for that information.