Any advice on this Final Gather flickering problem?

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  08 August 2012
Any advice on this Final Gather flickering problem?

Hi all,

I have been doing a little modeling and rendering practice at home recently. Ive been rendering with Final Gather out of Maya 2013.

Ive almost got it to where I am happy to call it a day but alas, I cant quite iron out this annoying flickering quality around the window area. You can only see it when its moving so Ive uploaded this turnaround to vimeo. It's a little harder to see when compressed here but you can best see it in the window around the halfway mark.

https://vimeo.com/47838224

I have been fiddling with the settings for the last couple of weekends to no avail.

Would appreciate any feedback or advice on this problem before I start to work on my secret project!

edit: Or is this just a downside to Final Gather? Would I be getting better results with something else?

Thanks!
Digit

Last edited by Digit : 08 August 2012 at 03:19 AM.
 
  08 August 2012
You could try setting your render to "project FG points from along camera path" or something to that effect. That's supposed to reduce flickering in animations, although it might just be when the actual camera is animated – but hey, it's worth a try.
 
  08 August 2012
Originally Posted by fantapeople: You could try setting your render to "project FG points from along camera path" or something to that effect. That's supposed to reduce flickering in animations, although it might just be when the actual camera is animated – but hey, it's worth a try.


Thanks but I tried that. Its better but still glitchy.
 
  08 August 2012
Are you incrementally adding pionts to the FG map ? This is the way to calculate FG in an animation with no moving objects.

Regards,
Mike
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  08 August 2012
Originally Posted by MikeBracken: Are you incrementally adding pionts to the FG map ? This is the way to calculate FG in an animation with no moving objects.

Regards,
Mike


I think that could be it. I tried but Im not sure Im doing it right. Do you know what the correct way to do it is? Thanks.
 
  08 August 2012
FG in Maya has never really been that good to be blunt. An old trick I have used before to is to set the light falloff . start to zero and end to 0.0001 , this way you get a nice render without the occlusion. Then just render a occlusion pass and comp.

B
 
  08 August 2012
Ok, thanks. Probably wont get back to it till the weekend but I'll give it a go.
 
  08 August 2012
Mike Bracken was on the right lines.

I experimented with various combination of settings and eventually got it right.

Seems I had to set the Final Gather Mode to Optimize for animations and set the Rebuild to off.

Yay! Done!
 
  08 August 2012
Other than the mentioned tricks. you could use fgshooter as well
 
  09 September 2012
Try this:

http://elementalray.wordpress.com/2...er-ui-for-maya/
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  09 September 2012
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