Author Topic: visible displacement through refracting geometry and reflecting  (Read 2444 times)

2014-05-25, 02:48:48

Tweekazoid

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I don't think this is a bug, but still should be noted as a potencial one.
 
displacement using render reslotion is calculated only by "visible by camera". And that's mostly fine, but in some special cases like pic. below not.

if I could suggest something. It would be overhead control on displacement.  ie. when using screen size, having the ability to control how much more will be tessellated by render camera in degrees

so rendering with camera set to 40°, overhead 15°   = final tessallation 70° from direction of rendering camera (view)

using world space tessalation works, but for a price of tessalating all the geometry in the scene

2014-05-25, 12:14:56
Reply #1

Ondra

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how did you manage to get the image out of FOV? Is the seethrough object refractive or what?
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-05-25, 13:44:47
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Tweekazoid

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2015-06-04, 12:15:20
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Ludvik Koutny

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Known issue, but quite hard to fix. We will try to do something about it during next big displacement rewrite.

2015-06-10, 11:56:43
Reply #4

Ludvik Koutny

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