Author Topic: Refraction issues  (Read 4806 times)

2020-04-15, 22:47:57
Reply #15

sprayer

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Is this what you want to achieve?
As i suggest i made closed shape from small plane and have to turn off cast shadows from small plane




2020-04-16, 07:59:08
Reply #16

Flavius

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Hi,

Thanks for looking into this I kind of understand what you did but when rendering I need only the small plane, the thing is I cannot make the small plane to a box. Here, I am attaching another image to try and explain my issue. This is what I need.

To try and explain the situation I made a hole in the bigger water plane and simply attached my wave mesh. See how the refraction behavior changes. This does not seem normal to me. I left a big gap between them just to showcase the peculiarity.


2020-04-16, 12:14:50
Reply #17

PROH

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@Flavius - just an idea (haven't tested it). What happens, if you attach 4 tiny meshes, placed at the outer corners of the big mesh, to the small mesh? This way the small piece gets the same bounding box as the big piece.

As I said, I haven't tested it.

Hope it helps

2020-04-16, 13:00:49
Reply #18

Flavius

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@Flavius - just an idea (haven't tested it). What happens, if you attach 4 tiny meshes, placed at the outer corners of the big mesh, to the small mesh? This way the small piece gets the same bounding box as the big piece.

As I said, I haven't tested it.

Hope it helps

I was thinking of a similar thing last night, I will test it out and see how it behaves. ty

2020-04-16, 13:40:00
Reply #19

maru

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Try rendering this with the following option and see if it changes anything:
1) Enable devel/debug settings - https://coronarenderer.freshdesk.com/support/solutions/articles/12000021288
2) Go to Performance > Development/Experimental stuff
3) Enable "Use legacy medium resolving" at the top, right under "Basic configuration"
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2020-04-16, 14:38:42
Reply #20

Flavius

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@PROH the trick didn't work, I left some polygons on the edge of the big plane, attached my waves mesh, it does change the appereance a bit, but only a tiny bit (which is absurd anyway as the polygons are really far away and there's nothing else between them and the mesh)

@maru- using legacy makes no difference sadly :(

Oh well...

2020-04-16, 15:06:10
Reply #21

Flavius

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!!! I have literally went into rage mode and I've started to change all the parameters from the developer rollout in Corona. Embree on/off, Pathtracer, VCM, Light Tracer, PPM, VPL, terminat shandling, adaptivity on off literally everything.

AND THEN... (David Gilmour song reference)

I noticed the setting "ENVIRO DISTANCE" !!!! I have lowered that to 500m AND I get the identical results regardless if there's a smaller plane or a big plane. Still the values seem messed up to me and this only works with the Distance parameter in volumetric scattering is higher than the enviro distance. I had to lower my ground plane at -300 meters otherwise my water would've been too transparent, and the planes would have very different refraction results (So the problem I had before but more accentuated). I have just discovered this so I am still looking into the numbers.

EDIT: overjoy too soon, at different angles there are differences again but smaller...I hope I can adjust them in post though.
« Last Edit: 2020-04-16, 15:13:00 by Flavius »

2020-04-16, 15:46:53
Reply #22

romullus

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Maybe try to add walls around your ocean so that refracted rays would always hit  some geometry and you don't have to fiddle with enviro distance.
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