Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: Peter Oldorf on 2019-10-01, 14:30:53

Title: Displacement direction
Post by: Peter Oldorf on 2019-10-01, 14:30:53
Hi!

I have a problem with the displacement direction.

I have a standart box + cubic UV + checker material in corona displacement modifier.
(3ds max 2019 - corona 4)
Performance settings standart.

It seems like corona is not displacing in 90 degree, instead it look radial.
I need to visualize a brick on the wall and cant get a clean result.

Any ideas?


Cant remember this issue in corona 3.

Thanks,
peter
Title: Re: Displacement direction
Post by: LorenzoS on 2019-10-01, 15:42:06
Same problem for me,
subdividing the geometry seems to resolve
Title: Re: Displacement direction
Post by: PROH on 2019-10-01, 15:43:57
How are your smoothing groups setup?
Title: Re: Displacement direction
Post by: romullus on 2019-10-01, 16:14:09
It looks it's independant from smoothing groups and always displaces into average normals direction. Chamfering, or adding support edges, should fix this, but that's not always viable solution. Sure, this behaviour is good for keeping edges from tearing appart, but without user's control, it will give very undisareable results in too many cases. I wonder when that was implemented?
Title: Re: Displacement direction
Post by: Peter Oldorf on 2019-10-02, 17:40:47
ok thanks for your reply!
champfer may work for now. But this shouldnt be the solution for arch viz :)
Title: Re: Displacement direction
Post by: Monkeybrother on 2020-01-30, 12:02:24
Any new fixes for this? I'm trying to displace the sides of cube shaped stone blocks and get weird radial displacement pointing in all directions. Is this a "feature" or a bug?
Title: Re: Displacement direction
Post by: GeorgeK on 2020-01-30, 14:24:35
Any new fixes for this? I'm trying to displace the sides of cube shaped stone blocks and get weird radial displacement pointing in all directions. Is this a "feature" or a bug?

You can try and break the polygons that you want to be displaced based on face normal, but I don't know if that's something you want. Please refer to the attached screenshots.

Alternatively using normal displacement with no mod and adding some fast round edges to your model almost diminishes the issue, at least in my eyes. Can you please post some screenshots?
Title: Re: Displacement direction
Post by: Coco_74 on 2023-10-03, 12:27:28
Has anyone got any further with this, i'm having the same problem.  Even though the displacement is only on 1 face it seems to splay out from each face causing overlaps?
Title: Re: Displacement direction
Post by: Coco_74 on 2023-10-03, 12:28:57
Sorry, wrong preview file.  This is the one with Displacement on only 1 surface.
Title: Re: Displacement direction
Post by: romullus on 2023-10-03, 13:59:03
There are enough solutions in this and other topics about this issue - subdivide mesh, add support loops, chamfer edges, or even detach faces, whatever works best in your situation.
Title: Re: Displacement direction
Post by: Coco_74 on 2023-10-03, 17:24:45
If you could point me to them, that'd be great but i found the solutions you've offered don't work. 

The closest i got was as per my preview. detaching the faces does seem to make the Displacement only work in 1 axis but then you get the geometry moving away from the sides of the box, leaving a gap, which isn't going to work.
Why can't the displacement just work on the 1 axis? 
Title: Re: Displacement direction
Post by: maru on 2023-10-03, 17:28:52
We are not sure what exactly we are looking at (for example how the mesh is built) so it would be best if you could share your scene here on the forum or via a support ticket: https://support.chaos.com/hc/en-us/requests/new
Title: Re: Displacement direction
Post by: romullus on 2023-10-03, 19:18:44
Why can't the displacement just work on the 1 axis?

Displacement is actually working in single axis, otherwise it would be called vector displacement. It is pushing in Z axis, which in Corona is determined by averaging vertex normals. If you want to prevent, or minimize this displacement splaying effect, you need to make sure that average of your object's normals is pointing in one direction. My aforementioned measures should help to achieve this. If it doesn't, maybe you're doing something wrong, or there's something wrong with your geometry. Uploading problematic scene, like maru suggested, should help to address the issues.