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  • Matt Chandronait

    April 8, 2026 at 4:34 am in reply to: Quality and Sampling issues

    20 years of using AE and TIL! Thanks for posting your solution.

  • OH! You meant in BOTH spots. I get it now! Thank you, worked like a charm. I appreciate you taking the time to help me out Andrei 🙂

  • At first I thought the same, but that doesn’t seem to work. I’m pretty sure the part in the “if” and not the part in the “else” is in control for the rest of the comp’s timeline. For example, if I replace “value + amp*(Mat.sin(t*w)/Math.exp(decay*t)/w)” with “wiggle (1,100)” then the layer does indeed wiggle, but it doesn’t overshoot. Which makes sense of course because I’ve removed the line of code that actually affects the values during the overshoot, but I mean it just as an example of which part of the code is controlling the position value after the second keyframe–if any of that makes sense :). I tried adding a “wiggle (1,100)” in there so that it looks like this:

    if (n > 0){
    t = time - key(n).time;
    amp = velocityAtTime(key(n).time - .001);
    w = freq*Math.PI*2;
    value + amp*(Math.sin(t*w)/Math.exp(decay*t)/w);
    wiggle(1,100);

    But of course that doesn’t work, either, since wiggle subsumes the rest of the script.

  • Thanks Darby! I’ll give both those issues a shot and see what happens. I was already changing the shadow map size when doing my test renders (same results) but didn’t check to see if that was affecting the preview window. In the meantime, I got around the issue by rendering shadows separately and compositing them later. Funny I didn’t even think of moving the light. I’ll give that a shot.

  • Same results whether I export with ProRes 4444 at 32 bits per channel or whether I export with h264 at 12000 Kbs and 8 bits. Not sure what you mean by the bit depth of the point light? Is there a way to set that somewhere?

  • Nope, that’s the only 3D layer in the space. I’m working on a late 2011 MacBook Pro that has a AMD Radeon HD 6770M with 1024 MB of RAM. Latest OS, latest AE from a Creative Cloud subscription. Using the Classic 3D renderer because I need the matting in my final render. It’s just strange to me that my RAM previews look golden but the “actual” render is giving me this stuff. In certain sections it’s even worse:

  • Ah, now I understand. Well I’ll have to leave that one to my betters. Scripting is, uh, not my strong suit ;). But definitely something to keep in mind for the future as I wasn’t even aware that was a workflow possibility. Thanks!

  • Thanks for the response, Dan! Apologies for my ignorance, but what do you mean by a clean-up script?

  • Ah! Fantastic tips! Thank you so much man 🙂

  • Tried that :). It works in the timeline, but in the final render everything is still nice n’ crispy as I think the quality switch is just to speed up things in the timeline. I need, of course, a way to render things out without anti-aliasing as well. But thank you for the response!

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