Flickering lights in volumetrics in Eevee

I am getting light flickering in my Eevee animation render, but not in the viewport. I have tried with no volumetric light clamping, and with values of a wide range, and disabling soft shadows, but nothing stops the flickering.

nebula.blend (1.3 MB)

Is this a bug in Eevee, or do I need to adjust some other render settings?

Hi.
If you are a Windows and nvidia user, it could be a nvidia driver problem:
https://developer.blender.org/T77202

I am a Linux and nvidia user. It might be that, but it looks to me more like the actual lamps in the scene flicking bight and dim.

Instead of a Volumetric World, you try using a volumetric cube covering the mesh and lights.

It still happens if I use an object volume instead of a world volume.

To be honest, I’m not sure what result you are expecting in that scene. You have a mesh that in each frame it abruptly changes the shape. If this mesh has lamps associated with it, I suppose that the changes in lighting will also be abrupt.
Are you intentionally using the Noise texture to generate mesh/displace random changes in each frame?
https://docs.blender.org/manual/en/2.79/render/blender_render/textures/types/procedural/noise.html

Maybe using another type of static texture?

Also, since the dimensions of your tunnel are very large, you may want to increase the Clip End values for the camera.

1 Like

Oh, I am an idiot. I forgot to apply the displace modifier. >_< Thanks for looking at my scene! That was the problem.