Started by seanQuixote, March 30, 2010, 06:05:43 pm
Quote from: Oshyan on March 17, 2011, 01:33:56 amStrange, I am not getting that same result. What frame is that? Is it the same settings I posted in the TGD above, or changed?- Oshyan
Quote from: Matt on March 26, 2011, 02:14:39 amOshyan probably created a "render subdiv settings" node in the render node's internal network. With that node he probably changed a couple of switches and increased the "ray detail multiplier". You would need to keep that node in order to match Oshyan's results.Unfortunately, I don't think 22.214.171.124 supports all of those settings. You might have seen some warnings when you loaded or copied his render node. Without the "ray detail multiplier" your renders would have lost a lot of detail when you enabled "ray trace everything", which is why you needed to put the master detail up to 1.
Quote from: PabloMack on April 24, 2011, 05:03:59 pmOne thing that I have realized is that, as fractal geometry detail is determined by its distance from the camera, geometry flicker is usually not bad when, say, a mountain peak is far away from the camera. However, the sun can cast a shadow of a distant peak onto some terrain that is very close to the camera. In such cases, the geometry flicker's shadow can be very close to the camera. Magnified this way it can look very bad. I suspect that all terrain and most shadow flicker is due to TG2 creating geometries from scratch on every frame based on where the camera is during that frame.
QuoteIf TG2 had a little box that you could check that forced all fractal geometry to be created up front based on its closest distance to the camera's path (i.e. always used the distance to the camera at its nearest point from any one point in the geometry) then all geometry flicker and most shadow flicker (that due to geometry and not due to variation in light sampling) could be eliminated. In fact, by generating geometry only once (instead of for every frame), the whole process could, perhaps, be sped up. Granted, there would be excess geometry not needed by every frame. But the alternative is to have to generate excess geometry for the whole frame just to eliminate bits of flicker here and there as it is now.
Quote from: Matt on April 24, 2011, 07:19:37 pmI have a solution to the shadow flickering which we will release with Terragen 2.4 with Animation. .... There is still the second problem of shadows cast from terrain behind outside the camera view .... We'll also provide a solution to that in v2.4.
Quote from: dandelO on July 28, 2011, 01:14:35 pm... if you have the render subdivision settings node enabled in the renderer...