When it fails it fails. The more lights and more complex scenes are, more aberrations come out on animations - the fact they can't be rendered in top quality doesn't help, but I'm not pixar, haha.
Notice the floor flickering, lights "changing" places (in reality a weird render priority error that turn a light on or off) and the camera going crazy - something that can happen to some dformers I use for clothing breasts. I have 5 lights + the outside light dome there because of the corridor, that's a lot of stuff to the system to calculate.
In this one, at DVU, you will see a lot of mistakes: at that time I noticed the errors in the first dozen frames, even revising frame-to-frame before scheduling it the errors kept coming up, but I decided to let it finish because I was working on other stuff.
Later I revised the cameras and lights, all steady, so, this was a shader+light+mesh calculation error in the program.
After studying the case I had to edit the base DVU building to remove overlapping layers, simplify some mesh, add complexity to the floors mesh, exchange the glass shaders (yes, glass shaders give me a lot of errors since ct23), turn of some lights or create a simpler set with similar looks for the camera, shrinking some light emitting surfaces, etc...
The same error happened in the draft of the next BPE when I tested the bathroom (yep, phoebe's turn will finish there) when I tried to make the place better to the eye, but it was much worse because the errors were showing out while navigating with the camera, it was scary destroyed that place...
At least I'm getting better at guessing how to fix it, nothing lost here (maybe some snooze time, hehe).
chris
2024-10-09 19:41:31 +0000 UTCbmtbguy
2024-10-09 19:25:03 +0000 UTCchris
2024-10-09 19:04:07 +0000 UTC