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flickering flipbook.


freaq

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hello odforce,

i'm trying to capture some footage of a scene,

it is a simple modelspin in which i show several versions of the same model...

however when I use flipbook about one in every ten frames has different shading,

which results in horrible flickering in the final composite.

does anyone have a solution for this?

best regards Freek hoekstra.

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hello odforce,

i'm trying to capture some footage of a scene,

it is a simple modelspin in which i show several versions of the same model...

however when I use flipbook about one in every ten frames has different shading,

which results in horrible flickering in the final composite.

does anyone have a solution for this?

best regards Freek hoekstra.

Can you post a result?

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frame 405 as it should be:

frame 406 as i get a lot of them:

it doesn't seem to be a huge deal but in a movie it is highly annoying :/

What I see is the jumping of the light position. Or the normals of the geometry being changed.

Did you add a lightsource, or do you have something animated within the geometry.

If the geometry is not supposed to change perhaps you can lock the last node.

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What I see is the jumping of the light position. Or the normals of the geometry being changed.

Did you add a lightsource, or do you have something animated within the geometry.

If the geometry is not supposed to change perhaps you can lock the last node.

the node is locked, nothing is animated, it is just a camera rotating around the geometry.

i will try creating a new version with a stationary light, maybe it is the headlamp that is giving me the issues.

I however have none of these issues when using the normal camera. nor when i look through the animation in my viewport.

anyways tnx for the help.

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Try using a facet sop and cusp the normals to 45 or something, and use an environment light with a spot light(make sure your spot is a type of area light so you get a soft follow toward the edge of the shadows).

You have some weird black aliasing which looks a lot like bad normals/geometry(topology) a directional light will highlight those bad normals on it's on, if you add an environment light, with a diffuse bounce, it will fill all the wholes more evenly and compensate for the uneven topology.

Edited by LaidlawFX
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