Chaos Corona for 3ds Max > [Max] General Discussion

Displacement is still rubbish

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dj_buckley:
Are there any plans to drastically improve displacement because frankly it's still absolutely terrible and absolutely riddled with artifacts.

The ONLY way to get displacement to behave correctly is by having a perfect quad mesh with dense uniformly sized quads, which is ridiculous in the context of modeling buildings with chamfered edges because the size of the uniform quads would need be driven by the tightness of the edges around the chamfers.  And absolutely nobody is modeling walls/buildings with perfectly uniform tiny quads.  Model basic wall, add edge loops for window openings, delete poly to create window opening, chamfer modifier for rounded corners.  That should be more than enough for modeling buildings.  But no, not if you want to use displacement.  Then you have to make sure the geometry is perfectly uniform quads.

It doesn't even work on simple flat surface, see the driveway in the artifacts screenshot below.  That's a spline for the main shape, then extruded, then edit poly with everything but the top face deleted.

The screenshots below are an override material with preserve disaplacement enabled. 1px for the displacement.  5k render.  The override shader has wires to highlight just how many artifacts there still are.

I've also done a simple version with some simply geometry, however, in this example I've made the driveway a really dense quad mesh so you can see how the displacement improves.  But I couldn't imagine refining that simple piece of geometry to a dense uniform quad mesh just to get displacement to work properly.  It's just not practical in the context of a full scene with full buildings as opposed to simplified example geometry.  The mesh in the viewport screenshot should be more than enough for a typical building.

Displacement is a mess.

arqrenderz:
I'm totally on this one, maybe 3 years ago i had a brick facade where bricks had a specific direction on each part of the facade, it was totally impossible for corona to make a good displacement, the same maps with arnold render made a perfect wall, the response at that time was like mehh, not that important for the users for us to care...
We have a current project with another brick facade where sometimes we get artifacts, sometimes we don't, its just a flip of a coin (same cameras, same geometry's )

arqrenderz:
Found the post, 2020-11-11   https://forum.corona-renderer.com/index.php?topic=31527.msg178440#msg178440

Nothing has changed.

dj_buckley:
A lot of the time the artifacts are less visible because of the texture which is why I always check with this override shader.  Once you've seen it with the override and then go back to a textured version, you can see the artifacts even with the textured version because now you know where to look.  Wherever you have a denser mesh, the displacement becomes more pronounced.

dj_buckley:

--- Quote from: arqrenderz on 2025-01-19, 15:47:30 ---Found the post, 2020-11-11   https://forum.corona-renderer.com/index.php?topic=31527.msg178440#msg178440

Nothing has changed.

--- End quote ---

Same, here's my post from 2019 when the first introduced 2.5D displacement

https://forum.corona-renderer.com/index.php?topic=26782.msg158819#msg158819

I've seen multiple comments from Devs since saying this has been dramatically improved since.  Not for me it hasn't.

I've got another post somewhere where I highlighted the same issues after they'd apparently fixed it.  I'll dig it out

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