Hey Jean-Luc, yes I've tried to change far and near clipping plane and probably changed any other possible parameter on the cameras, scanlinerender and project 3d, I've also scaled everything down to a tenth(1000 units to 100), the only one that really seems to get rid of the artefacts is occluison. :(
Thanks anyway! PAtrick jean-luc wrote on 01.08.2014 14:06: > Have you tried increasing the the near clipping plane value in the render cam > (and the projection cam) > That does cause the geo to flicker sometimes > > > On 2/08/2014, at 9:03 am, Patrick Heinen <mailingli...@patrickheinen.com> > wrote: > >> Digging this old thread out again, as I'm running into the exact same problem >> right now. Did anyone find a solution in the meantime? >> Turning occlusion to None is a cumbersome work around as we were heavily >> relying on occlusions. Or if this is a bug, did someone submit it yet? >> Thanks guys! >> Patrick >> >> Barry Berman wrote on 23.01.2014 13:45: >> >>> Aha, changing the Occlusion mode from 'Self' to 'None' solves the noise, >>> but now it won't do occlusion anymore, and I want that, as that's >>> accurate to what would be happening in the field. Is this a bug in >>> occlusion then? Does it need a big honking buffer or something to not >>> be noisy? >>> >>> The image being projected btw, is 6076 x 1400. >>> >>> Barry >>> >>> On 1/23/2014 1:34 PM, Elias Ericsson Rydberg wrote: >>>> Does turning projection from both to front do anything for you? >>>> >>>> Is it possible that the mesh is duplicated somehow? If two faces are in the >>>> exact same spot the renderer might find different faces for neighboring >>>> pixels, causing strange artifacts. >>>> >>>> All the best, >>>> Elias Ericsson Rydberg >>>> >>>> 23 jan 2014 kl. 20:46 skrev Barry Berman <bber...@3dmation.com>: >>>> >>>>> Hello, I'm working on a scene where I'm projecting the texture, then >>>>> flying >>>>> a >>>>> camera through it. I'm noticing a lot of 'noise' for lack of a better >>>>> word >>>>> in the renders. >>>>> >>>>> If I project a white constant instead of the texture map, I can see a >>>>> noisy >>>>> mesh rather than a solid white where the projection hits my model. >>>>> >>>>> I don't see a setting that makes this better either. I can make it much >>>>> worse, but not better. Increasing the samples makes this a bit better, >>>>> but >>>>> I'm surprised this isn't just solid white when projecting a white >>>>> constant. >>>>> >>>>> Any ideas? The mesh is really dense, and there aren't holes, so it must >>>>> be >>>>> a >>>>> setting somewhere... >>>>> >>>>> Barry >>>>> _______________________________________________ >>>>> Nuke-users mailing list >>>>> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ >>>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >>> >>> _______________________________________________ >>> Nuke-users mailing list >>> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ >>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >>> >> >> _______________________________________________ >> Nuke-users mailing list >> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > _______________________________________________ > Nuke-users mailing list > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > _______________________________________________ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users