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Post Reopened by Marty Fouts, Blunder, Duarte Farrajota Ramos
deleted 69 characters in body
Source Link

GeometryNodes_SetupWhat it Should Look Likebad renderVersion: 2.93.0

Base Settings; Cycles Supported GPU

Path Tracing 200 Samples

Open Image Denoiser Color, Albedo, Normal passes

Light Paths 12 12 12 12 12 0

Then the only other thing adjusted from default from there is adding motion blur.

Pics Attached of the issue. https://derykgraphics.imgur.com/all/

Everything renders properly in the viewport, but not in the render. In the screenshots provided on my imgurabove, you'll find that the brick texture and the boolean holes in the floor are not showing up for some batches of frames. What's less apparent in the screenshots is that this issue also affects the lighting the shading of otherdrastically between frames as well.

My question is, why is this only happening to half the rendered frames? Is there a quick fix I can try in the meantime? Is it a Geometry Node incompatibility issue or a computer issuedid I mess up my setup? I'm grasping at straws here.

Let me know if you need any more info.

What it Should Look Likebad renderVersion: 2.93.0

Base Settings; Cycles Supported GPU

Path Tracing 200 Samples

Open Image Denoiser Color, Albedo, Normal passes

Light Paths 12 12 12 12 12 0

Then the only thing adjusted from default from there is adding motion blur.

Pics Attached of the issue. https://derykgraphics.imgur.com/all/

Everything renders properly in the viewport, but not in the render. In the screenshots provided on my imgur, you'll find that the brick texture and the boolean holes in the floor are not showing up for some batches of frames. What's less apparent in the screenshots is that this issue also affects the lighting the shading of other frames.

My question is, why is this only happening to half the rendered frames? Is there a quick fix I can try in the meantime? Is it a Geometry Node incompatibility issue or a computer issue? I'm grasping at straws here.

Let me know if you need any more info.

GeometryNodes_SetupWhat it Should Look Likebad renderVersion: 2.93.0

Base Settings; Cycles Supported GPU

Path Tracing 200 Samples

Open Image Denoiser Color, Albedo, Normal passes

Light Paths 12 12 12 12 12 0

Then the only other thing adjusted from default is adding motion blur.

Everything renders properly in the viewport, but not in the render. In the screenshots provided above, you'll find that the brick texture and the boolean holes in the floor are not showing up for some batches of frames. What's less apparent in the screenshots is that this issue also affects the lighting the shading drastically between frames as well.

My question is, why is this only happening to half the rendered frames? Is there a quick fix I can try in the meantime? Is it a Geometry Node incompatibility issue or did I mess up my setup? I'm grasping at straws here.

Let me know if you need any more info.

deleted 69 characters in body
Source Link

VersionWhat it Should Look Likebad renderVersion: 2.93.0

Seemingly random batches of frames don't have all the textures showing. Half the frames will be fine, but the other won't be. There's random sporadic shadow and lighting errors when things don't render correctly on top of it. Just a lot of tom foolery in general.

It's a geometry node project, but even then it isn't like there's a crazy amount of nodes. Just 2 paths with less than 10 additional nodes. I'm just instancing 4 objects onto a plane. Being animated on with an empty object. Fairly simple.

The catch is, everything looks great in the viewport. Everything works and renders properly in the viewport. Only when I export it does it show these graphic issues. Is there a quick fix?

Settings:Base Settings; Cycles Supported GPU

Path Tracing 200 Samples

Open Image Denoiser Color, Albedo, Normal passes

Light Paths 12 12 12 12 12 0

Then the only thing adjusted from default from there is adding motion blur.

Pics Attached of the issue. https://derykgraphics.imgur.com/all/

Everything renders properly in the viewport, but not in the render. In the screenshots provided on my imgur, you'll find that the brick texture and the boolean holes in the floor are not showing up for some batches of frames. What's less apparent in the screenshots is that this issue also affects the lighting the shading of other frames.

My question is, why is this only happening to half the rendered frames? Is there a quick fix I can try in the meantime? Is it a Geometry Node incompatibility issue or a computer issue? I'm grasping at straws here.

Let me know if you need any more info.

Version: 2.93.0

Seemingly random batches of frames don't have all the textures showing. Half the frames will be fine, but the other won't be. There's random sporadic shadow and lighting errors when things don't render correctly on top of it. Just a lot of tom foolery in general.

It's a geometry node project, but even then it isn't like there's a crazy amount of nodes. Just 2 paths with less than 10 additional nodes. I'm just instancing 4 objects onto a plane. Being animated on with an empty object. Fairly simple.

The catch is, everything looks great in the viewport. Everything works and renders properly in the viewport. Only when I export it does it show these graphic issues. Is there a quick fix?

Settings: Cycles Supported GPU

Path Tracing 200 Samples

Open Image Denoiser Color, Albedo, Normal passes

Light Paths 12 12 12 12 12 0

Then the only thing adjusted from default from there is adding motion blur.

https://derykgraphics.imgur.com/all/

What it Should Look Likebad renderVersion: 2.93.0

Base Settings; Cycles Supported GPU

Path Tracing 200 Samples

Open Image Denoiser Color, Albedo, Normal passes

Light Paths 12 12 12 12 12 0

Then the only thing adjusted from default from there is adding motion blur.

Pics Attached of the issue. https://derykgraphics.imgur.com/all/

Everything renders properly in the viewport, but not in the render. In the screenshots provided on my imgur, you'll find that the brick texture and the boolean holes in the floor are not showing up for some batches of frames. What's less apparent in the screenshots is that this issue also affects the lighting the shading of other frames.

My question is, why is this only happening to half the rendered frames? Is there a quick fix I can try in the meantime? Is it a Geometry Node incompatibility issue or a computer issue? I'm grasping at straws here.

Let me know if you need any more info.

Post Closed as "Needs details or clarity" by Emir, Chris, Marty Fouts, Gordon Brinkmann, Duarte Farrajota Ramos
Source Link

Render is not Looking like Viewport

Version: 2.93.0

Seemingly random batches of frames don't have all the textures showing. Half the frames will be fine, but the other won't be. There's random sporadic shadow and lighting errors when things don't render correctly on top of it. Just a lot of tom foolery in general.

It's a geometry node project, but even then it isn't like there's a crazy amount of nodes. Just 2 paths with less than 10 additional nodes. I'm just instancing 4 objects onto a plane. Being animated on with an empty object. Fairly simple.

The catch is, everything looks great in the viewport. Everything works and renders properly in the viewport. Only when I export it does it show these graphic issues. Is there a quick fix?

Settings: Cycles Supported GPU

Path Tracing 200 Samples

Open Image Denoiser Color, Albedo, Normal passes

Light Paths 12 12 12 12 12 0

Then the only thing adjusted from default from there is adding motion blur.

https://derykgraphics.imgur.com/all/