Using the previously converted to Eevee from the main scene in cycles from Chocofur “Interior Visualization” course.
This is the cycles animation walkthrough:
With new Blender PCF shadows and the fix from Clement T68594 from soft shadows causing animation flickering and temporal anti-aliasing that I discover. It is now possible to have flicker free animation.
Main causes for flickering in animation are:
Thin reflections or specular highlights. This can now be solve by increasing the rendering samples. In this scene the kitchen appliances reflections were constantly flickering. I increase the sampling to 1024. I also increase slightly the “Film->Filter Size” to 2.0. To soften the thin reflection and reduce flickering. Doing both changes fix this issue.
Eevee screen space reflection. Best options is to use “Reflection Plane”. In this scene the kitchen counter was flickering due to screen space reflections. I added “Reflection Plane” to the kitchen counter to fix this issue.
The problem with increasing rendering samples is by doubling the samples it doubles the rendering time.
It is possible to run multiple instances of Blender with a different OpenGL device. In Windows 10 right click on “blender.exe” their should be a menu option “Render OpenGL on” a list of their different OpenGL devices appear. Just select different graphics device for each instance of Blender.
In this scene with two RTX 2070 one instance doing the odd frames the other doing the even frames. It reduce the animations times almost in half.
In this ArchiViz walkthrough it has 4 cut section of 4 seconds each at 30 fps. The first two section where render at 1024 samples due to reflection and screen space flickering. The last two sections render at 512 samples to smooth completely the soft shadows on the wall from the stairs.
This is the Eevee walkthrough. Download to play video at the highest quality. Make sure to play video at full size. If not video will be alias by the video player.
Amazing eevee renders. Learning a lot from this thread.
I am encountering an issue with glass windows and sunlight.
When the glass window layer is on the sun does not pass through and light the room.
In other appz I usually turn off gi for windows. What is the approach with eevee?
if it is brighter outside than inside, you don’t even need Windows as there is no cause for reflection. If it is brighter inside than outside, then look up the different glass textures on gumroad from my account:
Both Eric and I have glass materials in the free zip package there.
Chipp does have at gumroad my standard ekGlass glass shader, I am not sure if it is updated with my color glass and thin glass shaders.
Please see my thread on realistic glass for Eevee at Realistic Glass. I describe shaders for standard, color and thin glass. Their is also information on lighting to get good glass reflection.
In windows facing the outside even when the environment is bright I do use some reflection. I recommend “thin glass” shader. To create it use my realistic glass shader and replace the “Glass BSDF” node with a “Transparent BSDF” node. Objects close to the window will reflect back into the window. This gives a more realistic interior. What is not needed for thin glass shader is refraction which can cause some Eevee artifacts.
Here is example of using small amount of reflection on a window from one of the above scenes from chocofur. Notice the reflection on the glass in the image see below:
If light is not going through make sure to check all material properties including blend mode. Check my realistic glass thread for detail information.
GI is needed for realistic lighting in Eevee it is accomplish by using irradiance volume probe. Check my “Classroom benchmark” for a full example, link at the top of this thread.
chippwalters - You’re right but in some cases I do want an existing window with some reflection. So I was looking to exclude an object from gi calculation in blender so it doesn’t affect the lighting.
eklein - I tried a few glass materials in that thread. Some wierd stuff happened in the glass corners . Haven’t tried the ek materials. Hopefully one of them is an uber glass for eevee.
Simple test scene for the glass.
Left has windows with glass material from the other thread. Artifacts on the window glass.
Right has no windows. Sun passes through as it should.
Are you sure in your glass material the “glass BSDF” node was replace with a “transparent BSDF” node? If not can show me your glass material node setup?
Eric and I will have to agree to disagree on this. The problem is a camera exposure that works for inside will most often have the windows way overexposed, thus negating any need for reflections.
The image he shows does not account for a real camera exposure-- and that is why, unlike most of his marvelous renders, it does not look real.
But that said, in the event there is a particular lighting that does work (overcast day, very bright interior, etc…), then a faint reflection can help.
Also, it appears there are some GI artifacts around your window. As Eric mentioned, make sure refraction is off and you use the “thin glass” shader (either his or mine-- both work).
They are interior windows with another room on the other side. Else, they would be the brightest object in the scene. No way interior light can compete with a bright day outside. And I know it’s bright outside because the shadows are crisp.
Bump up the overall exposure and I think you’ll see it looks more real.
In this scene I did want to capture the window reflection from the original Cycles scene. My own artistic view is that the window reflection enhances the visual quality of this scene. My Eevee render has a little different tone mapping, but it is close. See below the original Cycles render:
I found the solution why the sun was not passing through the glass by dissecting your blend file.
There are different glass materials in there I tried. One that had shadow mode “none” worked well for the windows on my scene. And it still reflected nicely. I guess this is the mode I’m looking for similar to other appz.
The glass material with the mix shader with transparent and glossy bsdf looked good but it was reflecting a point light inside the lamp so I didn’t use it.
Poly2poly2 good progress. If reflections on the indoor windows are to strong for the scene. Adjust “Fresnel” node in the glass shader to control the amount of reflection that looks good for the scene.
Thanks! for now I turned off the point light since I can’t find a way to exclude light from reflection.
So this is only for nvidia cards? The built in intel gfx won’t work?
Also my math is poor but what frame step setting to render even and odd frames that won’t render out duplicate frames 2,4,6,8,10,12 and 3,6,9,12?
I just did the frame range as usual
I am not sure if the right click OpenGL option appears with Intel internal graphics. If you don’t have multi graphics, their might still be some benefit with multiple instances of Blender in heavy scenes with preprocessing time.
The setup is simple on the output section for the first instance leave the “Frame Start” at 1 and change the “Step” to 2. In the second instance the “Frame Start” at 2 and “Step” to 2. For more instances adjust the “Frame Start” and “Step” accordingly.
Hi @eklein , is there any update or better fix regarding this issue? I believe my case caused by screen space reflection and reflection plane is not suitable. (Increasing samples and filter size didn’t resolve it)
It could be related to screen space reflection. Some other things to try:
Reducing the specularity of the material and since the flickering is in a shadow area. Create a new material in the flickering area with lower/non specularity.
Changing the lighting setup to control the screen space reflection in the problem areas.
Use multiple narrow size reflection planes together to cover a curve area.
Adjust the Eevee setting for shadows and screen space reflections.
If you want to make a simple scene with the flickering artifacts. I could take a look.
Thank you for the suggestions. Unfortunately I can’t share the file because of NDA stuff.
I tested with disabled SSR and flickering gone, so I’m %99 sure it’s causing that.
I tried most of your suggestions and flickering is there more or less and there are lots of shots that testing might be tedious. So we ended up going with e-cycles for these animations. I hope Eevee can eliminate or minimise this issue in the future.
Just finished reading this topic and want to thank you @eklein it is very interesting, too bad not having read it before! I would have saved myself a lot of effort
Maybe this is the right place to better understand a weird issue I’m having with my archviz render with Eevee… this is the render without indirect lights bake:
As you can see, all the glasses reflect more light than necessary. There are no lights applied in this corner so I would not expect these reflections, as if the light came from the direction of the observer.
No HDR map applied, only area lights behind the camera.
I tried to use different types of glass without success, including the one shown here:
Any suggestions on how to improve the lighting setup and realism?