Flicker in 3D render
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- CyBrain
I'm using Cinema 4D 10.5 to render a simple 1 second animation. I'm getting a flickering effect on some of my flat textures and I don't know where it's coming from. The only real animation I have going on is in the camera. It pans back and there's a change in depth of field. I didn't put any compression here so we can eliminate that as an issue.
Any tips on how to pinpoint the problem? I'm a bit of a rookie here.
- CyBrain0
Let's try that link one more time.
http://talesfromthehead.com/rand…
- ********0
have you tried to render the scene with DOF turned off (to pinpoint)? also, you are not using Global Illumination by any chance?
- I only thought of turning depth of field off as I wrote my original post. And yes, I'm using global illumination.CyBrain
- uan0
could be (but I'm not sure, cause normally this looks a bit different and I don't use C4D) that you have 1 surface to much there.
like there is a plane with 1 texture and exactly on the same x,y,z you have a 2nd plane with another texture.- That is also something I suspect is wrong. Thanks.CyBrain
- ********0
maybe some shadow correction thing?
- janne760
for a moment i thought you managed to get flickr images mapped on it, dynamically..
- Hah, I'm a noob at C4DCyBrain
- you could do that in papervision.mikotondria3
- ********0
could very well be a GI issue. check if the problem persists with GI off. GI renderers tend to do this in animation, does your renderer have any animation specific options? there´re a couple of workarounds (like baking the GI solution in the scene vs. calculating a new one for every frame (what causes the flickering)), but they´re application specific. what renderer are you running?
- kewHexton0
I'm with gung_hoek...
this is a GI flickering problem... depending on your setup adjust (read : play-with) - number of photons, photon size, accuracy... your GI settings- more familiar with Maya so naming might be different