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Messages - romullus

Pages: [1] 2 3 ... 511
1
[Max] Bug Reporting / Re: Displacement issue (problem)
« on: Yesterday at 23:28:46 »
So what do you think? Is displacement looks any better in the distance compared to your previous tests, or it's basically the same?

2
[Max] Bug Reporting / Re: Displacement issue (problem)
« on: Yesterday at 20:40:47 »
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.

3
Do yourself a favor, download and install this wonderful script Batch Material Editor by Nik from here: https://forum.corona-renderer.com/index.php?topic=12857.0 With its help you can edit almost every single parameter of thousands Corona materials with just one or two mouse clicks. Incredible time saver!

4
[Max] I need help! / Re: Corona MultiMap Usage
« on: Yesterday at 20:12:59 »
Yes, of course it can, just make sure that every randomization option but face material ID is unchecked and it will work like a charm. You can even see that random see is disabled, because it doesn't make sense in that mode.

5
[Max] General Discussion / Re: roof tiles - pbr or railclone
« on: Yesterday at 10:16:22 »
Hmm, i think what you really wanted to ask is how railclone compares to displacement and not to PBR. I think it depends, but IMO railclone is superior in many ways. I don't know how they compare in RAM usage, but displacement is not cheap in that regard and on large scale scenes it can take take all the RAM you have and more. Railclone is much more flexible when it comes to adjusting the look and randomization. On the other hand, displacement can be more flexible in adjusting quality vs performance ratio - when you see that your scene is struggling to render, you can quickly increase displacement pixel size and get better performance, where with railclone it's more like on/off situation.

In Corona 9 you will have pretty worthy built-in railclone alternative - CoronaPattern, while it's nowhere near as flexible as former tool, it will give you huge performance boost, as its RAM footprint can be ridiculously low. You can already try it by downloading the latest Corona daily build and see if it works for you better than railclone.

6
[Max] Bug Reporting / Re: Displacement issue (problem)
« on: Yesterday at 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.).

7
[Max] Bug Reporting / Re: Displacement issue (problem)
« 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.

8
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-08-12, 14:01:20 »
Cool. If you will implement all of that, then also consider changing the tool's name to CoronaSwissArmyKnifePattern :]

10
Moving to resolved, since the author has created separate posts for each request now.

11
Gallery / Re: Dedicated to my Dad - a 3d-painting
« on: 2022-08-10, 20:07:15 »
Smoking kills. Very beautiful and inspiring imagery. Thanks for sharing!

12
[Max] Daily Builds / Re: Chaos Licensing Feedback/Help
« on: 2022-08-09, 16:43:36 »
Hmm, neither do i. Tried to manually disable the internet and everything works just fine. Don't know what went wrong last time. Must be Windows, or something. Sorry for false report.

13
The texture set is from Polyhaven. I didn't try to turn off RW scale, but yes, the issue gets less visible, or completely disappears if you add subdivision to the surface, or adjust displacement level bias. As far as i can tell, the only thing that can be considered unusual in this set, is that its displacement level midpoint is at 1 and not at 0,5 Not sure if that has something to do with the issue though.

14
Everything's at default. Maybe this is some special texture set, because i never saw this issue with other textures.

Here's the link to the scene: <link removed>

15
[Max] Bug Reporting / Displacement adaptivity cut-off issue
« on: 2022-08-08, 16:19:51 »
3ds Max 2023.1 Corona 9 Aug 2 build

It looks like in certain situations Corona is culling adaptive displacement subdivision way to soon behind the view frustum. I was able partially fix it by adding unreasonable amount of subdivision, or by setting displacement bias towards positive direction, but that's not always viable solution.


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