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Flickering Textures

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Flickering Textures // Bugs

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Post by Charly // Apr 23, 2007, 8:36pm

Charly
Total Posts: 8
Within first render attempt I´ve found a couple of textures to flicker on several objects like in video attatched.


After reassigning UV-Space (cube) all but one stopped to flicker. Any Idea to keep this last one (those on the round battery) away from this silly behavior?


Main render settings as attatched. Rendered with lightworks, virtualight avoids rendering with some hint on wrong parameters - but even restripping ´em all to minor or none settings won´t help.

Post by Charly // Apr 23, 2007, 8:43pm

Charly
Total Posts: 8
OK, here´s the video in WMV...

Post by Norm // Apr 24, 2007, 4:24am

Norm
Total Posts: 862
pic
The quality of the file is pretty low but it sure looks like the battery is scaling up and down in size.
I say delete the battery and create a new one. Try higher quality video output with perhaps an eye on anti-alias.
See if that produces any better result.

Post by Charly // May 9, 2007, 9:27pm

Charly
Total Posts: 8
Here´s the reason and poor workaround solution for the problem:


Reason:

Reflecting batterie top surface and surface of battery holder beneath had nearmost exact same top position. Therefore depending on camera viewangle we mostly saw the batterie top - and sometimes saw the top of the holder placed a little bit underneath battery to avoid gab between holder and battery.


Poor solution:

Bringing more distance between battery and holder top solved the problem for the moment.


The problem behind:

Doing animations on handsome real world objects scaled 1:1 like cellular phones or other electronical devices Distances of less then 5/10 mm will cause problems like this every now and then. Moving objects around ist a poor workaround cause renewed objects - as they occur during development process very - often won´t fit tight enough afterwards.

Post by TomG // May 10, 2007, 12:37am

TomG
Total Posts: 3397
It is true that surfaces that occupy the same position will have problems rendering, but in my experience it has always been EXACTLY the same position - even a thousandth of a millimeter difference is enough to solve the problem.


If you are not finding that to be the case, then what I would do is just not model 1:1. Model at 1:10 and you should have no problems - or model at 1:1 for using measuring, and then just scale up for final render. Then everything can continue to be modeled to scale with measurements in tS; everything can be correctly proportioned and not forced into being further away than it is; and the end result won't have flicker on it :)


HTH!

Tom
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