Hi All,
I have a scene where Im showcasing a product with a simple light setup - One directional, and a few rects for fill and rim. No sun/sky or anything like that. Its basically a high contrast render with a black environment. Im doing a camera orbit around the product. It looks great in the editor, and it also looks great with a sequence setup (I just ‘play’ the sequence, everyhting looks solid, no issues). Loving the Lumen GI bounces, all is good.
Then I add it to the MRQ, and render the project to frames, and here and only here, does this wierd light/shadow popping start happening. It appears to correspond the changes in the lumen scene info - when I have the image sequence loaded in a compositor, and I compare against the sequencer with Lumen Scene Visualization turned on, I can see the rendered popping occurs when the Lumen light maps are changing.
But I dont see this problem in the editor. And i dont see it just testing the animated camera orbit in the sequencer. I only see it when its actually rendered to frames.
This problem appears to be directly related to the sequencer. Though I have to admit, I dont know why the lumen maps are changing as the camera position changes… Ill be look at the side, and itll show one map for a while and then suddenly POP a different lumen lightmap appears (similair, but not the same, most apparent in the shadow areas).
So far ive tried:
- Ensured Distance fields is enabled for both the overall scene, and on each mesh of the product.
- Increased the max Lumen Mesh Cards from default 12 to 24.
- Enabled “Use Hardware Raytracing When Available” and also “Support for Hardware Raytracing”.
None of this has made a difference. And like I said, this problem only manifests when its rendered to frames. Everywhere else it looks great.
Is there a way to fix this?