vRay Flicker inside Glass Objects


#1

Hi There.
I’m rendering a wrist watch- it has a glass face( double sided geo, not a single flat plane) . there’s plenty of room behind the glass so no overlapping geo.

when I render single frames, it looks great, but in animation it’s suuuuper flickery behind the glass in all refractive areas.

I’ve set my shader refractive/reflective subdivs to 64. and depth to 8… which should be plenty I would think.

using just 1 dome light for now with a hdr map on it, set to 64 Samples too.

in the vRay GI settings, i’ve turned off refractive/reflective Caustics, just to get 1 thing at the time to work.

in the Caustics tap at the btm of the panel, ive set it to:
Multiplier 1
search Dist. 0,
max photons 10.000
Density 0.
so mostly default except Max Photons, which didnt help much.

im using Brute Force with Light Cache and light cache subdivs are set to 10K. (tried cranking it, didnt help) mode is set to Fly-Through.

Brute Force GI is set to 16 Subdivs 8 Depth.

hope someone can help. i normally just render the front glass separately but its nicely curved and i’d love some of those nice reflections from the inside in the glass besel.

Thanks!
Adam


#2

Would help a lot if you showed either an animation of it happening or just two frames that are next to each other to more easily determine what it could be.

One thing I notice straight away is that the LC should stay default when it comes to mode. It should be single frame and not fly through. This might fix one type of flickering, but as I said I don’t know if it’s this type of flickering that you are experiencing.

On a side note: the brute force subdivs are slightly low, you might not need to raise it though. Also the depth only matters if you are using BF as secondary GI engine, it has no effect when used only as primary.