Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
this is the second one, and you can clearly see the difference / flickering problem on the floor. i really have no idea what is causing it. the auto exposure is already turned off, but we are still getting the flicker.
the floor on the first screenshot is brighter than the second one. what is causing it? i am making a 10 seconds camera sweeping animation from left to right, and the floor is flickering!
Whats the flore made of ? a thought would be to render the flore buy its self and see if it still flickers.. if it dosn't you could always just composit..
Just an FYI on issues with glow flicker that might help:
The Shader Glow node's attributes are the same as the Optical FX's attributes.
Turn on Auto Exposure in the Shader Glow's Attribute Editor (open the Shader Glow Attribute Editor by double-clicking the Shader Glow swatch located in the Post Process folder in Visor's Rendering section).
Select a frame in which the halo and glow effects have the look you want.
Render the scene in Render View.
The glow intensity normalization factor and halo intensity normalization factor are printed in the Maya command shell or DOS window. They look similar to this sample:
These are the values Maya uses if Auto Exposure is turned off.
In the Shader Glow's Attribute Editor, set the Glow Intensity and Halo Intensity to the values for the glow intensity normalization factor and halo intensity normalization factor.
Turn off Automatic Exposure.
Render the scene again.
Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS izzylong.com
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