Light causes flickering

Hi,
I have made a car with a camera inside, and a glass window, which is a simple translucent material with an opacity mask to add some dirt on the glass.
On the front of the car I have placed headlights (tried both spotlight and point lights). When I move (and only when I move), the glass texture opaque parts get illuminated and de-illuminated quite quickly, and in time with how fast I am moving. If i move very slowly, the glass texture seems to glow and pulse slowly. But if I move quickly, this pulsing accelerates and becomes a very annoying flicker.

Any idea what this might be? I have set the indirect lighting level for my light to 0, thinking it was bouncing from the landscape or something, but this had no effect. I would really appreciate some help with figuring this out!

Guys, I really need help with this! it’s destroying my game, which features nothing but driving around in the dark :frowning:

Do you have a video showing the flicker? Will help to troubleshoot.

Sorry, I was a bit slow to get a screen capture thing set up.
Here you can see my vehicle (ok its not a car as originally stated :), the spotlights on it, and the effect in the cockpit glass opacity.

In this example, I also have a cubemapped reflection on the cockpit base color, and an opacity of 0.15. As soon as I start to move, note how the cockpit glass starts to glow and flicker
[video]https://youtu.be/v5p00vORezs[/video]

Looks like the glass area is flicking. Its a bit hard to tell. Is it the geo that is flicking or the cube map?

Things to try, replace the glass with an opaque material and see if it still flickers. if so, it might be your object bounds on your glass needs to be increased.

Otherwise, it could be something with your cube map. How are you capturing it? Do you have multiple capture cameras linked to the same texture? Check that you only have one. Are you updating the capture on movement? That could be why it only happens when you move. If so, this is very expensive. You can try just leaving the camera in generic location that kind of works for most areas and leave it static. Looks like you might have it parented to the ship, maybe the parenting and movement combined causes it to freak out?

The cube map is not involved, it was just a bit of an experiment. If I have no cube map, and just have a color assigned to the Base Color of the glass material, and a greyscale texture to opacity, then the opaque areas will be flickering as shown.

I’ll simplify the material and take a few screenshots when I get home.

Can you try not a translucent shader, maybe a regular opaque shader and see if you get the same results? Is the glass a diffident piece of geo? If so, try increasing the bounds on the glass.

It’s probably something to do with reflection

Bumping after 10 days, since I still haven’t found a solution.