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Render flicker free raytrace animation walkthrough ?

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    Render flicker free raytrace animation walkthrough ?

    Hi there. I'm tring to render an animation walktrough but even trying with high setups for the output frames, I cannot get rid of flickering once i load the jpg/png sequence in a video edit software. I wonder if this is something that can be solved via output settings or post-process (rendering features) setup (already working with brute force with 3 bounces and 64 rays x pixel) or if this is due to denoiser in different elements (GI, AO, reflections, etc), so it can be maybe solved via Console commands. The try and error process is becoming quite frustrating and I'd love to somebody illustrate me with the path I should follow to render a flicker free animation. Right now i feel like in the old times when rendering animations with irradiance map in vray.
    Thanks in advance to any help on this matter.

    #2
    It probably is the denoiser. The engine waits for the frame to complete rendering but because of the nature of a denoiser every frame may end up looking a bit different. You can try to only use raytracing where it is necessary. There is a value that makes not so reflective materials not being retraced. The default is 0.6. Anything rougher than 0.6 will not use raytracing. I have used a value of 0.4 and it work reasonably good for a rendering sequence.

    You can also generally try to remove detail normals and roughness noise with the Ray Tracing Quality Switch in materials. This switch has 2 inputs, one for raytracing and one for not raytracing. I removed the detail normals from the walls and the floor and it helped with performance which in return helps with denoising I guess.
    www.s-dot.de/viz
    ArchViz User Interface :: UE4 Marketplace.

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      #3
      Originally posted by S-Dot View Post
      It probably is the denoiser. The engine waits for the frame to complete rendering but because of the nature of a denoiser every frame may end up looking a bit different. You can try to only use raytracing where it is necessary. There is a value that makes not so reflective materials not being retraced. The default is 0.6. Anything rougher than 0.6 will not use raytracing. I have used a value of 0.4 and it work reasonably good for a rendering sequence.

      You can also generally try to remove detail normals and roughness noise with the Ray Tracing Quality Switch in materials. This switch has 2 inputs, one for raytracing and one for not raytracing. I removed the detail normals from the walls and the floor and it helped with performance which in return helps with denoising I guess.
      Thank you very much S-Dot for the answer. I'll give it a try (roughness & normal). And if this is not enough I'll try disabling different denoise elements via Console commands. I guess this will need longer render times to clean, but the target is to have as cleaner results as I normally get in deferred rendering engines.
      As I said, thanks for the fast answer.

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