That said, this effect may go unnoticed on some sequences (especially camera movements), it really depends on what you've got. The ghosting you can have, better than a by frame flicking though, is still unsightly, particularly on renders with few texture/color variations (diffuse surfaces). This approach is far from perfect and you will see it doesn't solve all problems. You can see the scene size mental ray is rendering using the log: Two Final Gather points having a similar normal (I suppose the Normal Tolerance of the Final Gather Quality section is used to control that) and where the distance doesn't execeed the Min Radius of the scene (if set to zero is 10% of the whole scene bouding box) have their color and position merged. In practice, mental ray will merge Final Gather points with similar normal using Min Radius of the scene. Interpolate frames?īasically, the idea is simply to "mix" several Final Gather maps together to mitigate the effect of flicking.įor a frame n, we merge Final Gather maps n-2, n-1, n, n+1, and n+2 (two before, two after). This way will be the foundation to our "temporal interpolation". Well, acutally, there is already a way to give Final Gather maps to Maya to make them merged before render. How to solve this? fg_copy is your friend! (Specially the -f flag). There is a render of the scene with Final Gather generated for each frame, without interpolation (Mode Automatic):Īs you can see, there is a lot of flicking. Everything is here to have something awful. The Final Gather diffuse bounces number is high to increase visual artectacts.