Skybar Posted September 23, 2013 Share Posted September 23, 2013 I am rendering a FLIP sim with multi-scatter SSS, and I'm having some problems with flickering in the SSS - and I don't really know how to work around it. Since it is a mesh of FLIP sim, the topology is changing quite a lot which I believe messes up the pointcloud for SSS. It doesn't work very well either if I write out one frame of the pointcloud and use that for the whole range - although it fixes the flickering, the SSS then isn't very accurate. Is there any way to generate good pointclouds for this, to eliminate the flickering? Maybe use the base FLIP particles to generate a point cloud or something, I have no idea . Any help is greatly appreciated! Quote Link to comment Share on other sites More sharing options...
Netvudu Posted April 7, 2014 Share Posted April 7, 2014 Hi David. Did you ever fix this problem? I´m having the exact same issue. MultiSSS flickering on a FLIP sim. I´m sure the problem comes from the multiple scattering because rendering all AOVs, it´s the only one which says any flicker at all. Quote Link to comment Share on other sites More sharing options...
dennis.albus Posted April 7, 2014 Share Posted April 7, 2014 Netvudu, are you using a pointcloud for the multisss or did you try the raytracing method? With raytracing it should get rid of the flickering. Cheers, Dennis Quote Link to comment Share on other sites More sharing options...
Netvudu Posted April 7, 2014 Share Posted April 7, 2014 Well, I´m using the Mantra Surface Material, which I though it would be updated for the raytracing method, since H13 allows for it. But now I´m not so sure the default settings are those. I´ll force it to Raytrace mode and come back with an answer tomorrow Quote Link to comment Share on other sites More sharing options...
Skybar Posted April 7, 2014 Author Share Posted April 7, 2014 Heya. No I didn't solve it, eventually I just bruteforced it with cranked settings. It didn't solve it per sé, but with higher settings the flickering got a bit more unnoticable. The problem is that the FLIP mesh has changing topology, and at the time I couldn't figure out how to create a proper point cloud for the SSS. I haven't done any SSS since, but I imagine using raytraced SSS would be a lot simpler and un-flickering; if it doesn't use point clouds, but I guess it doesn't (?). Please do tell if you have success using raytraced Quote Link to comment Share on other sites More sharing options...
Guest tar Posted April 7, 2014 Share Posted April 7, 2014 the vopnet is set to Raytrace SSS internally Quote Link to comment Share on other sites More sharing options...
dennis.albus Posted April 8, 2014 Share Posted April 8, 2014 (edited) I just checked and it appears to be set to raytrace. However this is not true as the parameter is linked and actually set to "Local And Global" on the surfacemodel asset. Change the Multi Model parameter to raytrace and it should fix the problem. I was also under the impression that SESI changed this to raytrace by default in H13 but obviously they didn't set the default on the parameter correctly. I will submit an RFE for that. Also note that SSS is not considered by the variance AA which is due to the way it has been implemented. So the only way to get better quality is by increasing pixel samples or the Multi Quality parameter. Edited April 8, 2014 by dennis.weil Quote Link to comment Share on other sites More sharing options...
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