Chaos Corona for 3ds Max > [Max] Resolved Bugs

Displacement issue (problem)

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tradstown:
And this is a whole ground of sand and rocks, that comes out from the sand. If we will have some animation for example from top view to the ground with details, stones and etc, it will become big problem for us =(

romullus:
One thing you could do to check if it's really displacement that is giving you problems, or something else, is to duplicate your ground mesh, hide the original and cut small patches from the copy, on which you will do further tests. Those patches should be small enough to not cause excessive RAM usage even at smallest displacement subdivision, but large enough to be clearly visible at the distance. Make sure that one patch is close to the camera and one, or few of them are further away. Switch displacement to world size, set it at small enough value that gives you good details on the closest patch and then observe results on the farthest patch - if you see good details there, then it means indeed we have an issue with displacement handling, on the other hand, if you still can't see details that you are expecting to see, then it means that the problem is likely somewhere else (too small displacement details to be resolved in the distance, not enough resolution of final output, too strong filtering, etc.).

tradstown:

--- Quote from: romullus on 2022-08-13, 09:50:30 ---One thing you could do to check if it's really displacement that is giving you problems, or something else, is to duplicate your ground mesh, hide the original and cut small patches from the copy, on which you will do further tests. Those patches should be small enough to not cause excessive RAM usage even at smallest displacement subdivision, but large enough to be clearly visible at the distance. Make sure that one patch is close to the camera and one, or few of them are further away. Switch displacement to world size, set it at small enough value that gives you good details on the closest patch and then observe results on the farthest patch - if you see good details there, then it means indeed we have an issue with displacement handling, on the other hand, if you still can't see details that you are expecting to see, then it means that the problem is likely somewhere else (too small displacement details to be resolved in the distance, not enough resolution of final output, too strong filtering, etc.).

--- End quote ---

Thank you for your activity very much! I'll try to do this today and upload here a result.

tradstown:

--- Quote from: romullus on 2022-08-13, 09:50:30 ---One thing you could do to check if it's really displacement that is giving you problems, or something else, is to duplicate your ground mesh, hide the original and cut small patches from the copy, on which you will do further tests. Those patches should be small enough to not cause excessive RAM usage even at smallest displacement subdivision, but large enough to be clearly visible at the distance. Make sure that one patch is close to the camera and one, or few of them are further away. Switch displacement to world size, set it at small enough value that gives you good details on the closest patch and then observe results on the farthest patch - if you see good details there, then it means indeed we have an issue with displacement handling, on the other hand, if you still can't see details that you are expecting to see, then it means that the problem is likely somewhere else (too small displacement details to be resolved in the distance, not enough resolution of final output, too strong filtering, etc.).

--- End quote ---

Hello, Romullus! I made another try with world units of displacement (0.1m in the setup) and made the ground sizes smaller also, there is still no details as you can see. I'm using 32K resolution EXR file for Displacement. And that is result. World Size (unit) type of displacement - is dead. Or this result or an error and aborting of render. I hope it will be fixed in 9 version of Corona.

romullus:
Hmm, that's not exactly what i meant. You scaled down the terrain from gargantuan to huge, but it's still too big for Corona displacement to handle in world size mode. Try to make something like in my attachment, where you'd have only few patches of terrain with displace, small enough to safely decrease displacement world size to centimeter, or even lower. You then judge from the closer patch if displacement is fine enough and then look at the farther patch to see if displacement is visible at all at that distance. The idea is to have terrain small enough, so to be sure that Corona does not run out of RAM and not produce artifacts because of it.

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