Nico D. Posted July 20, 2007 Share Posted July 20, 2007 (edited) Yes, it is going to flicker because the scattering is changing frame to frame. You will need to have one point cloud distribution and deform it accordly with your object deformation, then you mantain the same scattered points. I dont know if that is possible since you are using metaballs. You can try with a lot more of scattered points to minimize the flickering. Edited July 20, 2007 by gaucho Quote Link to comment Share on other sites More sharing options...
cellchuk Posted July 20, 2007 Author Share Posted July 20, 2007 Yes, it is going to flicker because the scattering is changing frame to frame.You will need to have one point cloud distribution and deform it accordly with your object deformation, then you mantain the same scattered points. I dont know if that is possible since you are using metaballs. You can try with a lot more of scattered points to minimize the flickering. Hi gaucho, Thats what I was scaring of . Thanks for the explanation. I am going to try rendering with more points. then try keeping the distribution of the point order same. !! I don't know how but we 'll see cheers. Quote Link to comment Share on other sites More sharing options...
Nico D. Posted July 20, 2007 Share Posted July 20, 2007 then try keeping the distribution of the point order same. !! I believe the problem there is the distribution of points, not its order, but I dont know in deep how the SSS shader calculates each scatter point, but if you find the way to reposition points at same position than previous frame maybe the problem is solved. Did you try with more scattered points ? I think 160 is not enougth. Quote Link to comment Share on other sites More sharing options...
cellchuk Posted July 20, 2007 Author Share Posted July 20, 2007 Did you try with more scattered points ? I think 160 is not enougth. I have used Estimated density option before so that it generated 160 points automatically but obviously it is not enough. I am rendering with 5000 points to keep the distribution more steady at the moment (normally takes time). I hope it works. I will post the result when the render is done. cheers Quote Link to comment Share on other sites More sharing options...
cellchuk Posted July 20, 2007 Author Share Posted July 20, 2007 Hi, It looks like increasing the number of the scatter points worked. no visible artifact and looks much better in terms of transparency quality. BTW lighting rig of the scene (daylight) will be another problematic in terms of getting the proper effect. Lots of stuff to explore (first SSS attempt) Quicktime Video File: non_flicker.mov cheers Quote Link to comment Share on other sites More sharing options...
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