Path traced grass flicker

Id be extremely greatful if anyone can solve this for me, ive tried to resolve it for days myself but no luck…

Basically my grass is flickering with different lighting every frame. So when it all goes together this horrific effect seen in the attached video happens.

I am path tracing, denoiser off, 4k, anti ailising set to none with 50 spatial samples and 10 temporal samples. I have also tried 200 percent screen percentage, it definitely isnt to do with resolution because its a reasonably small amount of grass meshes painted (8000). I have also removed the wpo in the master material.

If anyone has come across this or knows of a solution please post it here! Even if you only have an idea :bulb:

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Anyone have any ideas?

Still unsolved, but i have found out that rendering with the sequencer legacy (not MRQ) does not cause this issue, the grass maintains consistent lighting across each frame, but the resolution even maxed out as high as it will go is too noisy (comparing it to the same resolution and sample count as MRQ, MRQ must be doing something else to reduce noise or increase the quality that sequencer doesn’t)

Problem is not
solution?

I don’t know what you mean, there is no solution in my problem unless you are refering to using the lagavy sequencer to render it out but that in itself has a lot of other issues not mentioned, no antialising options etc. No, i never resolved this, it must just be a bug or limitation of pathtracing and will hopefully be resolved in 5.1

My english is very bad(( Anyway! This flickering fix command “r.Raytracing.Geometry.InstancedStaticMeshes.Culling 0”

Ah ive tried that with no joy, it only prevents culling though? Ive also tried no culling for foliage, forcing lod0 on statuc mesh and foliage. No change unfortunately :confused:

Facing same problem, plz anyone help

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I was able to fix this on my own project using “r.RayTracing.Geometry.InstancedStaticMeshes.Culling 0” followed by “r.RayTracing.Geometry.InstancedStaticMeshes.EvaluateWPO 1”

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