Hi
Thanks for your replies. I have read the specified chapter of the pdf and will read the rest of it later this day. I have also included a screenshot of my surface:


My sampling settings are here:
CODE
AA Quality:
Min Sample Level: 2
Max Sample Level: 8
MMP Filtering:
Filter: Gauss
Width: 3.0
Height: 3.0
Contrast Options:
R: 0.1
G: 0.1
B: 0.1
A: 0.1
Sample Options:
[\_] Sample Lock
[X] Jitter
Defaults:
Min Obj. Samples: -128
Max Obj. Samples: 127
Volume Samples: 1
At current, in the screenshot the effect is hardly visible. It occurs when rendering the animation and playing it. If neccessary, i will upload a short excerpt of it, so you can see it. The Shader itself is procedural: A blinn material with a noise in its color channel and some transparency.
The problem is: I have this Object with a very fine structure and the camera has to show first the whole object, and then, after moving very close to it, only a small part of the surface. It is important to show that the surface of my object is some kind of "grainy". So I'm stuck with this flickering patterns and have to find a way to make it "look good".
Greetings, Echelon