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Popping Raytraced Shadows And Displacement


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While rendering a torus with a vex displacement and fast shadows (raytraced) I noticed popping from one frame to the next. it happens when I render shadows, but it's fine when I render without. I've tried a ton of things. Increase displacement bounds, shading quality, level of detail, shadow bias, quantization (-b FLOAT), patch crack (What exactly does that do???), I even increased bucket size. All of these trials were done exclusively to not introduce new issues. Any ideas?

It's a very simple test.

1. torus geometry with vex displacement and increase the displacement height to a pronounced amount.

2. light with fast shadows

3. render frame 1 then frame 2 and toggle back and forth.

You should see some displacement changing eventhough nothing is animated.

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Have you tried turning the "jitter" value to 0 in the output driver? I tried your example and that's what eliminated the change between frames for me.

24919[/snapback]

Setting my jitter to 0 doesn't seem to relieve the shadow popping for me.

I changed the displacement shader on the torus to VEX fractal dent with these setting:

Noise frequency 10 10 10

Noise Amplitude .5

I tried switching from raytraced shadows to zdepth but the popping is still there. It's subtle but still evident.

???

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I'm wondering which version of Houdini you're running?

Looking at this fix:

Houdini 8.0.489: Fixing a problem that leads to incorrect V derivatives of s/t global variables in mantra when raytracing.

Perhaps incorrect derivatives are being computed and causing bad filtering of the noise?

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Here's my non-flickering file, created with version 8.0.410:

torus.zip

24928[/snapback]

Looks like it was a shading quality and jitter thing. Thanks so much for sending me your example file. It helped a ton. I will try it with a more complicated geometry at work today to see if it solved the issue.

Thanks

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