Author Topic: Displacement adaptivity cut-off issue  (Read 1752 times)

2022-08-08, 16:19:51

romullus

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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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2022-08-08, 20:09:31
Reply #1

maru

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Could you share this super simple scene with me? I tried reproducing it for a pretty long time with exactly the same material but it always renders fine for me with no glitches.
Are you using default render settings? Maybe some custom value for displacement size?
Marcin Miodek | chaos-corona.com
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2022-08-08, 21:05:52
Reply #2

romullus

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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>
« Last Edit: 2022-08-09, 14:45:44 by maru »
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2022-08-09, 15:06:30
Reply #3

maru

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I thought it was a material from the Corona Material Library. It isn't, right?

I was able to immediately reproduce it in your scene, but not in my scene with a similar material.
I also noticed that it goes away if small changes are made, for example:
- you disable real world size option
- you change the plane's segments from 2x2 to 3x3

weird :)

(Internal ID=944757243)
Marcin Miodek | chaos-corona.com
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2022-08-09, 15:19:14
Reply #4

romullus

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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.
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2022-08-19, 15:37:19
Reply #5

marchik

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I hope sooner or later we will get a separate adjustment to extend the displacement culling beyond the camera, at the moment it is not possible to use displacement in combination with a fisheye camera, you can check it yourself using the water surface created with PhoenixFDOceanTex

2022-08-19, 17:08:42
Reply #6

maru

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I hope sooner or later we will get a separate adjustment to extend the displacement culling beyond the camera, at the moment it is not possible to use displacement in combination with a fisheye camera, you can check it yourself using the water surface created with PhoenixFDOceanTex

Ouch, that sounds like a bug, we will investigate!

Meanwhile, you can use the following string option to calculate displacement even outside of camera frustum:

Code: [Select]
float geometry.displace.maxSizeScreenOutFrustumMultiplier = 1
Using string options: https://support.chaos.com/hc/en-us/articles/4528609584017
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2022-08-19, 23:54:41
Reply #7

marchik

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I hope sooner or later we will get a separate adjustment to extend the displacement culling beyond the camera, at the moment it is not possible to use displacement in combination with a fisheye camera, you can check it yourself using the water surface created with PhoenixFDOceanTex

Ouch, that sounds like a bug, we will investigate!

Meanwhile, you can use the following string option to calculate displacement even outside of camera frustum:

Code: [Select]
float geometry.displace.maxSizeScreenOutFrustumMultiplier = 1
Using string options: https://support.chaos.com/hc/en-us/articles/4528609584017
Thanks, Maru! Works perfectly!