Lol. Well, yeah, I guess so. Though it’s not the kind of video I’d want to keep in my list of uploads. This is where I prefer some other hosting site for something like this. Or like how Autodesk have their Screencast tool that add the videos to your Autodesk account.
Really helpful.
I noticed the flashing only when the Rim Light is enabled.
Can you reproduce this artifact/glitch when it is disabled?
(I’m checking the video again to make sure I’m not mistaken, but I wanted to get an answer to you quickly before I head out…)
Also, you can make videos private/unlisted on YouTube and you can always destroy them later.
EDIT: Yes, it might be the Rim Light. Try to reproduce this issue with it disabled. It’s the only light that was enabled that produced the error. Any time you disabled it, I didn’t see the artifact.
Interesting. I didn’t notice that it was the Rim Light last time. In the previous two scenes I had, it was either the Key Light or the Fill Light.
Hmm… I’ll have to take another look next time and see if I can re-produce it when it’s off. It may be that I’ll need to assign that to a different channel.
And yes, I did notice that when I was uploading the video. Good to know.
Hmm. Tricky to tell. It seemed like it was happening regardless if I was toggling the Rim Light off and then on, or having the Rim on and turning the Fill off and then on again.
However, I may have solved it, though it could be short lived. I’ve set my render cube to 0, the Key light to 0; I’ve turned off all channels for the Sky Sphere in the scene (probably makes zero difference, but it doesn’t need them on anyway); the Rim Light to 1, the Fill Light to 2; and the model has all three channels on - 0, 1, 2. So far, it appears to have stopped. I might be misremembering (I’ll have to check one of my previous posts), but I may have had more than one channel assigned to the Key Light…? Maybe that was causing it? Like some sort of conflict. But we’ll see.
You know your project better than anyone.
I can only go based off what you tell me and what I see.
Just keep in mind that all actors, by default, are set to “0”. I’m sure you’re already aware of this, but I still do think there’s a conflict going on, and that conflict is causing spikes in lighting complexity. (You should keep the complexity view on WHILE you move the camera around and adjust settings so you can see what’s actually going on with the lights.)
I’m unclear if you’ve tested each scenario one-by-one, because how you’re using Light Channels is very… unique. So, turn them all off, set them all to “0”, and then individually enable each light, systematically, testing if when/if you get the artifact.
I shall. As I continue to tweak and adjust things, I’ll continue to observe what happens. Every time I’ve checked the light complexity though, it’s always stayed in the orange so far.
The Light Channel setup was suggested to me on the Experience Points Discord server. In order to achieve better shadows for the final beauty renders. It’s so there’s only one shadow and it’s cast behind the model.
I’ll report back if the issue still persists, but for now at least, it appears to have stopped. So thank you for your help and suggestions.
I get the exact same problem, 3080 TI 16GB on laptop. A work around is to reduce the number of lights or disable ray traced shadows. Might effect only 3000 series cards.
Its a driver problem, reverting to an older version fixes it.