#flicker frames HELP
4 messages in this thread
Sounds like the notorious Pentium FPU bug to me!!! <BG>
Seriously, is your concrete material using any SXPs? If it is, you might be
able to fix it with different parameters, or by creating a concrete material
without SXPs.
Hope this helps,
SCL
FP errors….I thought 3DS did everything in integers <G>
nope the texture is basiclly grey with a 50% cement.cel texture in it.
I was looking for something fast. I went overboard on spanish tile faces
Todd
Hmmmmm…
Something to do with shininess, maybe? A big difference between your ambient,
diffuse and specular colors? I assume you've checked the tracks of all your
lights (including ambient). Is there a bump map? Are you rendering to 256
colors? If so, you could try turning off Dither 256, and/or rendering to a
Custom palette (you could just use one of the "good" frames for that)
These are more things to check. Keep me posted; I've gotten curious.
SCL
<shininess>
very lightly 15%
<ambient diffuse specular>
nothing fancy picked diffuse 10%+ luminence for spec 10%- for ambient.
<Ambient>
set to 0
<light tracks>
every thing in scene is locked down except for the camera.
And it's delta is constant and small …20' dropping to 8' over 100 frames
from a long distance away from the object in question.
I also just ran some tests by rendering that object only (the walk)
same error.
<rendering 256>< dither 356> <custom palette>
these are seperate tga files, I assume that means their 24 bit.
what will custom palette do in this case?
Thanks again for the help
Todd