Hi all,
Struggling while doing some animations. I’m trying to disappear components from the main assembly by fading away and moving them at the same time. While fading from 100% to 0% they however pixelate the shadow on the ground plane on very certain frames but you can see the shadow flickering in the final animation. In the image the component has already faded away but still pixelates the shadow underneath it.
I’ve tried to solve this by adjusting the environment and ground size to match the object, adding denoise, and everything in the render options window (more samples, higher anti-aliasing and global shadow quality) but nothing seems to work. There is no ground plane since I need transparent animation.
Is it just about the transparent part that is fading and moving away or am I missing something.
I think I’ve also reported such behaviour about faded items still having an impact on the render. In my case it wasn’t so much the ground but more a slight change of color where the faded objects were in front and nearby other objects.
Basically I think that if it’s faded at 0 it should be exactly the same as when the object is made invisible using the ‘eye’ icon in the scenery explorer.
I’m not sure if they are working on a solution but you could open a support ticket to get some more information.
My workaround was to also do a translation so the faded object was also ‘kicked’ out of the scene. Not sure if that’s going to help you though. I just needed to render some stills in different ‘states’ and I can imagine you will still have a few troubled frames if it’s an animation but that would depend on the speed of the fade etc.
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Not sure if this will help the issue at all, but can you try adding a physical ground plane? Try just the default ground material (which is transparent). If that doesn’t work, test with a diffuse material perhaps?
If you use a ground plane uncheck ground shadows in environment settings. The blocks are caused by the shadow quality.