Forum Moderators: wheatpenny, TheBryster
Vue F.A.Q (Last Updated: 2024 Dec 13 6:58 am)
When the camera moves (the camera is ALWAYS moving ... heh-heh). No, rendering to image sequence does not help. I posted this on the Vue forum and someone said it was apparently another bug (go figure) within HyperVue/Rendercow. Only solution appears to be to turn off stars or render on one machine. They should fix this soon I would hope ... it is completely unacceptable.
I'm not sure about the hypervue bug. Have you tried to render to a larger size? Try to render a few frames at, say, 10241024 or 12081280 then compare stars are tiny points, but to be realistic they have some "flare" (I hope it's a correct word) and it is possible that the flickering is due to insufficient pixels in the render - when the camera moves, if the renderer has too few pixels at hand it must choose if to render the brigther centre or the flare. That may be a posible cause. We'll find out if true or not if you render larger.
I have the same problem...I believe it's an old issue, but also an old pain! I once had to render a starfield as a texture onto a giant dome - it looks quite acceptable, even if it feels rather...dumb.
The new update (build 272334) may solve the flickering starfield issue, but if it doesn't (which wouldn't surprise me), it seems that it is now possible to render to RPF (Z/G-buffered) again, so a starfield could be rendered as a separate pass and then composited into the scene later. Of course, you'd need a compositing app such as After Effects or Combustion...
Oh, and you're right. There's no flickering when rendering on a single machine.
Good idea to utilize the G-buffer. A simple pass rendering only the sky wouldn't take long at all on a single machine. My stars are peaking through some clouds ... would that present a problem? I'm a vetern AE user, but have had limited experience using it with G/Z-buffer data. Thanks, Tim PS> What's the scoop on the build that's coming out ... is there a "news release" on it somwhere?
Well, I'm a Combustion user myself, so I wouldn't know how AE handles it, but you should be able to set the offset and/or scale in the Z-buffer within AE. That way, you can 'push' the starfield behind the rest of the scene. As for the clouds, they will probably have a transparency channel, so that shouldn't be a problem. I'll try it out and get back to you.
The build is out now!
If you go to e-on's website, click on:
Support->Software updates->Vue4Pro->Get update
I don't think it's a question of difficulty ... I think it's a question of importance. Apparently things like "having renders work properly" are pretty low on their list, to make room for features like meta-blobs in Vue 5.
What's amazing to me is how they can see having something render properly as a low priority ... especially for software they think professionals should use. Coupled with the crashing and other bizarre behavior it's a total joke.
But the question is ... how in the hell did this get past QA in the first place? Do they test ANY of their features at Eon?!? This is a basic feature for pete's sake.
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I am happy to report that (as some of you may already know, but I didn't) that texture anti-aliasing appears to work beautifully on default procedural textures. No more "electric-spazz" during animations. However, render-times are attrocious. I am rendering an 852x480 image with hi-quality settings, but even on my 4-computer 3.2GHZ render farm, 4 seconds of 30fps animation is taking like 36-hours. Time to adjust some settings I suppose.
UNFORTUNATELY, the stars in my sky are rapidly blinking on and off. And before anyone says it ... NO, twinkle is NOT set in the Atomposhere Editor options, and this is not a natural twinkle.
I am doing network rendering and this has produced bizarre results before, and leads to the frustration many of us feel that makes Vue Pro very UNproffesional, IMHO. But normally rendering to images sequences (a opposed to AVI) removes most irregularities. Anyone have a clue how to stop this star "spazzing" issue. It's obviously not a texture-map problem.
Thanks,
Tim