View Full Version : FumeFX Flickering.
Daniel-B 07-17-2007, 10:45 PM Sometimes when I render a FumeFX element, such as smoke, the rendered frames flicker. Like, not on an off, but their luminance flickers ever so slighty. Have any of you had this problem? And if so, how do you solve it?
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Pkonst
07-18-2007, 08:31 AM
Sometimes when I render a FumeFX element, such as smoke, the rendered frames flicker. Like, not on an off, but their luminance flickers ever so slighty. Have any of you had this problem? And if so, how do you solve it?
In most cases it was the problem of cracked versions of SitniSati's plugins (FumeFX, AfterBurn, DreamScape). If you are licensed user - maybe something wrong is with your license server?
Daniel-B
07-18-2007, 09:41 AM
In most cases it was the problem of cracked versions of SitniSati's plugins (FumeFX, AfterBurn, DreamScape). If you are licensed user - maybe something wrong is with your license server?
I don't know. I use the plug-in at work. Our IT guys handle all the software installations. I have no idea what a license server is. I'll as him about it I guess.
JohnnyRandom
07-18-2007, 07:36 PM
You using fluid mapping? It has been known to cause flickering.
Daniel-B
07-18-2007, 11:40 PM
You using fluid mapping? It has been known to cause flickering.
Yes, I am using Fluid Mapping. I will turn it off and see what happens.
circusboy
02-22-2008, 07:21 PM
I've got this too.
-Visible in previews even before you render.
-Present in the latest v1.1.
-I see now its because of multi-threads (I've got 8). 1 thread seems ok (but slower to process, etc)
-If fluid mapping off-no flicker (with 8 threads). But a key part of the look is gone too.
-Also if your map source happens to be vertex or explicit (not object or world space) the flicker
seems gone here as well. But the noise looks rigid (in space)
So besides working with 1 thread any brilliant ideas?
Or simply a bug to report?
circusboy
02-25-2008, 07:02 PM
Ah-found a option that fixes it.
Up the Simulation>Quality settings from 3 to 10 seems to be the answer.
Odd that it resembled a multi-thread bug.
-hope this helps someone.
andybyrne462
02-26-2008, 09:34 PM
Upping the sim quality to 10 is unheard of. Try setting it to 5..anything over 6 is pointless. Just used up sim time. I think doing this and turning off fluid mapping should do the trick.
circusboy
02-26-2008, 10:17 PM
I will try 5.
Actually on a 8 core machine the hit is not bad at 10. Much faster than siming quality 3 on 1 thread.
But the fluid mapping creates the look I want.
Getting rid of it is akin to not rendering geometry with texture maps as a workaround.
:eek:
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