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groomedmonkey groomedmonkey is offline
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Ok I'm sure this would be a cool effect but I don't want it to happen. Basically I have a model that has a simple "noise" procedural texture mapped to the specularity. After rendering a test animation it looks like the noise texture is re-calculated for each frame making a sparkling/film grain effect in the light.

Is procedural (I think thats the right term for the internal texture generators) texturing supposed to do this? Am I meant to UV this model and bake the textures? I really don't want to unwrap this bloody model.

This is driving me nuts!
#1   Old 09-Nov-08, 13:12   
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Guiseppe Guiseppe is offline
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Thats because Noise in fact IS recalculated for each frame

Try using low value stucci for static noise
#2   Old 09-Nov-08, 13:43   
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groomedmonkey groomedmonkey is offline
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Thanks, I'll try that. Looks like Clouds does it as well... Is there a list somewhere of which ones are static?
#3   Old 10-Nov-08, 02:35   
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groomedmonkey groomedmonkey is offline
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Nope stucci does it as well. I guess procedural textures are out for animation (unless you want this sparkly film grain effect on something). Shame cause it's so easy to throw a material together. I tried baking each layer but it doesn't yield the same look as the procedural itself.
#4   Old 10-Nov-08, 03:20   
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Strange, actually only the noise procedural texture changes according to time. Others don't.
Is your texture Map Input is Orco? Because texture may change if it's on Object or View for example, if you have animate something.
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#5   Old 10-Nov-08, 11:07   
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harkyman harkyman is offline
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Try slightly increasing the size of the texture little by little until the effect goes away.
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#6   Old 10-Nov-08, 18:20   
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groomedmonkey groomedmonkey is offline
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Yeah it's mapped to Orco.

Ok this is bad... It's happening in this scene after I have replaced the procedural with image-based textures... I think it might be something with my lights or render settings? Ahhhg I can't have the tree bark doing this. I will post a render when I get time so you guys can see what's happening.

This doesn't seem like normal behaviour to me so I have of done something wrong somewhere.
#7   Old 11-Nov-08, 02:56   
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scrag_10 scrag_10 is offline
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what about baking the texture?
unwrapping with part projects is adviced
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#8   Old 11-Nov-08, 05:35   
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Cessen Cessen is offline
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At this point it's sounding a lot like an aliasing problem. Try what harkyman said: increase the size of the procedural texture. It may be that the texture is too small-scale, and thus it sparkles as the pixel's sample points rapidly pass over different colors in the texture.

You can also try turning on full OSA in the material settings. It's not the best solution, but if it helps that would suggest that the problem is indeed aliasing.
#9   Old 11-Nov-08, 09:37   
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groomedmonkey groomedmonkey is offline
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Hey awesome to get responses from people I have been reading from during the past few months learning Blender and 3d animation. Here's the test render of my problem. This was done with FSA 5 and procedural texturing:

movies/scn20_treantFlicker.mov

Textures are mapped to Flat Orco. At first I too thought I'd have to unwrap the mesh and do it that way but it's not a texture distortion problem... it's a god damn sparkle fuzz...bah!

I have also tried using 2 layers of image textures and it's looking the same, so that's why I am thinking its lighting or render settings. A friend also said it was an aliasing issue as well. I will try on full OSA - is full FSA the same treatment??

I have my fingers crossed that someone will recognise this issue and have a solution. I believe this is different to my previous problem with the noise-based texture as that was solved when I replaced it with an image - that didn't work for this scene.
#10   Old 11-Nov-08, 13:38   
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harkyman harkyman is offline
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That's totally texture crawl. Increase the size of the texture, either in the texture buttons themselves or in the MapFrom SizeX/Y/Z controls in the material buttons. Certainly try that before before using FullOSA, as that will seriously slow your render.
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#11   Old 11-Nov-08, 19:02   
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sundialsvc4 sundialsvc4 is offline
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A texture is really a mathematical function. Some of these functions, like "Cloud," are already designed to work on pixel areas and to interpolate between those areas so that the "bumps" that get produced are, y'know, big. But "Noise" is just that: it's a pure random-noise generator.

Usually, "Noise" is used as a low-level texture in a "stack" of textures, and it is often used to influence things other than color, e.g. surface normals. It is also frequently the case that the "size" is increased so that the effective number of randomizing points is smaller and covers a larger "surface area."

Yes, "Noise" does change with each-n-every frame. So, if you simply couple it to "Color" and don't do anything else, you get a sparkle. (Just the thing to put into that cupful of magic potion labeled "Drink Me.") But as you see, by itself it's too-much and too-tiny sparkle. Hence the motivation for applying other down-stream modifications to the noise to produce something you can actually use.
#12   Old 12-Nov-08, 21:01   
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groomedmonkey groomedmonkey is offline
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Yeah I'm more confused now as I have rendering it out using two image textures and t is still sparkling. So looks like that rules out the procedural hypothesis. I thought maybe it was the lights so I have upped the samples to 6 - maybe that needs to be even higher?

Anyway I've finished the first pass of the entire animation and will post it in the "in progress" forum. Maybe you guys can take another look at a high res movie and see if you have any thoughts - it really ruins the scene. And its also weird as not all of the model sparkles - hence why I thought it was something to do with the lighting. Will link you soon.
#13   Old 19-Nov-08, 01:47   
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Xalt Xalt is offline
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I think I had the same problem a while ago (see this thread http://blenderartists.org/forum/show...xture+drifting) , but it disappeared when I shifted to image textures. I think that's due to the MipMap function that is on by default for image textures. You may want to try to change the Filter value in the Map Image panel of the image texture (I think you also have to check the Min button for it to have an effect?). Good luck
#14   Old 21-Nov-08, 13:48   
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Shading> Links and Pipeline> Render Pipeline> Full Osa ENABLED

This fixes a procedural-texture-animation-sparkle-problem that I was getting using Musgrave. I have been chasing this problem across several forum threads for a while and nothing else that I tried (short of baking and using images) has resolved it: Noise size, Map Input size, Solid vs. Smooth.

Arc
#15   Old 29-Jan-10, 21:04   
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walshlg walshlg is offline
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Another thing is never use sub-pixel sized textures with any NOR. From what I've found nor needs to be atleast 3 pixels wide to look good. Problem: mipmaps in 2.4x blender are aweful so if you turn off mipmaps but have nor on distant objects then you will always get this speckle problem. I don't know the answer other than add nor spec as a seperate layer in the compositor after filtering.
#16   Old 30-Jan-10, 23:30   
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