Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] Bug Reporting => [Max] Resolved Bugs => Topic started by: arczi on 2015-07-30, 10:27:43

Title: Displacement bug
Post by: arczi on 2015-07-30, 10:27:43
Hello

i found a problem with displacement and bercon map. Some weird level of detail occurs.

Problem stays the same if i change bercon map to simple gray/rgb texture

Friendly,
Artur.
Title: Re: Displacement bug
Post by: hubrobin on 2015-07-30, 10:47:34
Hey Arthur,

thanks for reporting this. It is a known issue and it is really a level of detail thing. I hope I will be able to get the fix released out soon. In the mean time you can try switching to the edge size in world units if that is a visible artefact in a scene you are working on.

I will keep you posted.

Robin
Title: Re: Displacement bug
Post by: hubrobin on 2015-08-31, 11:08:35
Hey,

this should be fixed in the latest daily build. Can you give it a shot?

Thanks,

Robin
Title: Re: Displacement bug
Post by: arczi on 2015-09-10, 10:11:39
Hey,

seems something is still incorrect in scene above.

Cheers.
Title: Re: Displacement bug
Post by: Ondra on 2015-09-10, 11:09:05
which build is that?
Title: Re: Displacement bug
Post by: arczi on 2015-09-10, 11:19:39
Corona 1.3 DailyBuild Sep 9 2015
Title: Re: Displacement bug
Post by: maru on 2015-09-11, 15:04:43
I was not able to recreate this with Sep 10 2015 22:04:44. Either bercon, nor max standard tile. Either it's fixed or I do not know how to induce this.
Title: Re: Displacement bug
Post by: hubrobin on 2015-09-16, 16:58:09
Hey arczi,

this one is a bit tricky. The problem you are experiencing is a combination of multiple factors. The main one is that the input plane is too densely subdivided, which means that it is hard for the view dependent tessellator to produce tessellation with evenly sized triangles.

There are multiple solutions of your problem:
1. Decrease the subdivision of the input plane a bit, which is the best thing you can do in this case. (See that if you set it to 1x1 you get perfect result)
2. Decrease the displacement edge pixel size.
3. Use world edge size.

Cheers,

Robin