CompuServe Thread

#flicker frames HELP

4 messages in this thread
#194329From: Stephen C. LevyOct 6, 1995 2:29 PM
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
#194332From: TBrunoOct 6, 1995 2:45 PM
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
#194363From: Stephen C. LevyOct 6, 1995 8:33 PM
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
#194496From: TBrunoOct 8, 1995 8:51 PM
<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