Author Topic: Displacement problems Corona1.2  (Read 6918 times)

2015-07-31, 15:14:38

micmac

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Hello,
First of all, sorry, my english is really poor, i'll try to do my best...
Displacement is pretty new to me, I have lots of questions about that:
With the new version (1.2),
_must we subdivide or tesselate the shape to have better results?
_Is it better to use normal map or Bump map?
_I can see the geometry (edges of the small rectangles) in my render, do you know where it come from? (see attached jpeg)
Thanks for your answers.
Best regards

2015-07-31, 15:45:16
Reply #1

micmac

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I have an other problem (UVW map is on box)
Thanks!

2015-07-31, 16:01:26
Reply #2

Ondra

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_must we subdivide or tesselate the shape to have better results?
No, but it is recommended

_Is it better to use normal map or Bump map?
Does not matter

_I can see the geometry (edges of the small rectangles) in my render, do you know where it come from? (see attached jpeg)

Can you upload the scene so we can take a look?
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-07-31, 16:22:19
Reply #3

micmac

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Thanks for your answer.
I can upload but how?

2015-07-31, 17:07:01
Reply #4

maru

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dropbox/wetransfer/other or our official uploader:
https://corona-renderer.com/upload/
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2015-07-31, 17:09:31
Reply #5

micmac

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2015-08-01, 09:21:06
Reply #6

vkiuru

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_must we subdivide or tesselate the shape to have better results?
No, but it is recommended

I´m also one of those ones that haven´t mastered the art of displacement in Corona. Could you further elaborate on this? Because right now if I have say a building with varied sized polygons I get more detail where the mesh is denser which makes sense under the hood but I don´t think it´s supposed to show in a render like this. The dark grey material only has a noise displacement applied, no other maps are present. The result was the same when using a bitmap.. any pointers?


2015-08-01, 10:17:47
Reply #7

Nik

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Try to add Subdivide modifier to mesh. This will help you to get same size polygons.
But yes, some shit happend with displacement in Corona 1.2.
New adaptive ScreenSize became buggy. I don't know what is better for displace now, 1.1 or 1.2. Waiting for daily builds...
« Last Edit: 2015-08-01, 10:37:29 by nik684 »

2015-08-01, 10:56:49
Reply #8

Nik

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Here are some tests Corona 1.2 vs Corona 1.1 displacement
Unfortunately, the winner is 1.1

2015-08-01, 11:33:02
Reply #9

vkiuru

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Try to add Subdivide modifier to mesh. This will help you to get same size polygons.
But yes, some shit happend with displacement in Corona 1.2.
New adaptive ScreenSize became buggy. I don't know what is better for displace now, 1.1 or 1.2. Waiting for daily builds...

Thanks, yeah I made tests with Subdivide also. It solves the problem but still it´d be nice if displace worked without workarounds :)

2015-08-02, 18:38:27
Reply #10

Ondra

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note to self: got file testscene.rar
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-08-02, 19:03:25
Reply #11

hubrobin

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Hey guys,

I have a fix for this problem. Just need to test it a bit and then it should be out within a daily build early next week, so you can test it out.

Thanks for the data I can use to evaluate!

Robin

2015-08-02, 19:14:33
Reply #12

vkiuru

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Hey guys,

I have a fix for this problem. Just need to test it a bit and then it should be out within a daily build early next week, so you can test it out.

Thanks for the data I can use to evaluate!

Robin

That´s great to hear, thank you :)

2015-08-04, 09:12:36
Reply #13

hubrobin

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Here are some tests Corona 1.2 vs Corona 1.1 displacement
Unfortunately, the winner is 1.1

Can I have the data you used for this test?

Thanks!

2015-08-04, 10:27:01
Reply #14

Nik

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Only august 11, when I'll be at home. Simple bitmap actually

UPD. I don't think somebody need that scene because this bug is already fixed :) Thanks to dev team
« Last Edit: 2015-08-11, 16:49:47 by nik684 »