Chaos Corona for 3ds Max > [Max] Resolved Bugs
Displacement issue (problem)
tradstown:
--- Quote from: maru on 2022-08-12, 13:29:22 ---Hi, sorry for the lack of replies, I am not sure if I understand your issue correctly. Do you mean that the areas close to the camera are very detailed and the ones farther away have less detail in them? (are more "blurry"?)
If so, this is the expected behavior right now, because displacement in "screen size" mode is calculated depending on the image resolution. If many small details are smaller than a single pixel, they will not be visible, or at least not clearly.
I don't know what exact texture you are using for you displacement (e.g. is it a bitmap? or a procedural texture?) but you could try lowering the "blurring" value or cycling between different filtering modes. That might help.
Alternatively, maybe you could try using Scatter to get sharp, high quality details in the background? (e.g. scattering some rocks)
--- End quote ---
Hello Maru! Thank you very much for reply!
I'm using RDTextures (8k resolution) on the second slot of displacement. I tried to change filters of bitmaps, the blur is 0.01 right now.
So my question, if we have huge area (in my case, this is 10km by 10 km), for example rocks that come out from the send, and we got it from some software (world creator, gaea, world machine), because if the 2.5D type and depending on pixel, we can't realized far away from camera details. I tried to use world size displacement and it can't give me 3ven this results, that you can see here.
Look at this guy please, his works was done not only with scattering, with displacement textures and we can see far details from camera:
https://www.artstation.com/artwork/PeqJ9y
maru:
Do you need you objects to be so huge? (10x10km) And do you need your render resolution to be so huge? (32k px)
I am asking, because this sounds like something extremely resource-heavy, requiring a lot of RAM.
If you are 100% sure that you need those numbers, and you would like to see very detailed displacement, even very far away, then maybe you could render your image as some kind of regions with even higher displacement quality? What I mean is setting displacement size to, let's say, 0.5px and rendering your image as a series of 1000x1000 squares.
tradstown:
No, my image just 8K resolution as you can see attached file. 32K resolution - this is size of displacement texture for big ground 10km by 10km. As you can see works of that guy, he has a lot of details and views near the terrain and far from terrain as well. I just want to say, that displacement doesn't work in this case for a huge terrains in world size mode (not enough of memory, but I have 96 Gb of RAM) and in pixel size mode it works, but result is very blurred. I chose 8K resolution of image, because it has to draw more details of terrain in pixel model of displacement.
OR Maybe there is wrong tessellation when we use Layered mtl with few displacements in materials. Look at the new test please below (the stones, there is some artifacts because of tessellation, i think)
Maybe I should to upload the scene somewhere or my explanations is ok?
romullus:
If you're using Corona 9, you could give a try to new CoronaPattern. The idea is to use large scale height texture for regular displacement and small scale height texture for the pattern. That way you could be sure that no single triangle will be sacrificed in the distance due to adaptivity. The downside of this method is that your large scale displacement should be real, i.e. highly subdivided plane with 3ds max native displace modifier on top.
tradstown:
--- Quote from: romullus on 2022-08-12, 23:41:29 ---If you're using Corona 9, you could give a try to new CoronaPattern. The idea is to use large scale height texture for regular displacement and small scale height texture for the pattern. That way you could be sure that no single triangle will be sacrificed in the distance due to adaptivity. The downside of this method is that your large scale displacement should be real, i.e. highly subdivided plane with 3ds max native displace modifier on top.
--- End quote ---
Thank you! I'm using Corona 8 hotfix 2 because it is stable version for now. I'm trying to figure out how to render large scale displacement and don't lose the quality like that guy on Artstation with Cinema 4D and Octane. I'm pretty sure, it is something wrong with displacement possibilities in Corona. Look at the Real World units type of displace in properties of engine and what we can see at the render. This is the minimum number, that doesn't give me an error and using just 25 Gb of RAM. In other case an internal error.
I love Corona because it is so simple in setup, but I'm always feel some limitations in more complicated scenarios to get great results, so I just trying to figure out that and help found this limitations for Corona team, if you don't mind of course.
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