Author Topic: Terminator Shading Bug - Thoughts  (Read 4684 times)

2016-09-23, 14:20:29

alexyork

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Hi all,

I couldn't find a dedicated thread to the terminator bug so I thought I'd start one.

I have found a couple of interesting things that appear to result in this bug, or at least make it so visible that it's noticeable.

1) too strong bump maps (how strong is too strong? no idea).

2) having a modifier stack where you have Editable Poly > Turbosmooth > UVW Map. If you select the middle Turbosmooth mod and hit render you will get terrible terminator shading. If you select the top UVW Map mod the terminator shading disappears. I think this could be a bug? I would assume that max would automatically always take into account the topmost modifier on an object, but apparently not. So, in this instance, because it's not taking into account the UVW map the bump map is probably way too large on the object and this is causing the terminator shading error. As soon as I disable the bump map the problem disappears.

So, if you have tried to add 1-2-3 turbosmooth to your object but you are still getting the terminator shading error when rendering, make sure you have selected the topmost modifier on your object and not left it "floating" on the tsmooth mod, which would screw up your mapping.

For what it's worth, this is a major issue for us in every project and we need to find a proper, reliable workaround if you guys aren't able to "fix" it within the engine. We understand that shading like this is inherently a non-physically-correct thing and so it's tough to fix, but it's a real killer for us.

Cheers,
Alex York
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2016-09-23, 15:34:04
Reply #1

Juraj

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The turbo-smooth is poor solution sadly ( counter to find some users here find as excellent and easy). I have to make single bed duvet into 20 million polygons before I can safely use a detailed normal map in sunlight.

It's major issue for everyone in production imho.
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2016-09-23, 15:42:28
Reply #2

alexyork

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The turbo-smooth is poor solution sadly ( counter to find some users here find as excellent and easy). I have to make single bed duvet into 20 million polygons before I can safely use a detailed normal map in sunlight.

It's major issue for everyone in production imho.

Our thoughts exactly.
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2016-09-25, 22:07:10
Reply #3

Ondra

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Unfortunately we dont have time to deal with this in 1.5 as we are running low on time, but we will make it the top priority for 1.6. We have some preliminary results that show it is fixable, but it will need some changes in our geometry handling too deep to do them now
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2016-09-26, 09:57:24
Reply #4

alexyork

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Unfortunately we dont have time to deal with this in 1.5 as we are running low on time, but we will make it the top priority for 1.6. We have some preliminary results that show it is fixable, but it will need some changes in our geometry handling too deep to do them now

Great to hear it Ondra and thanks for the update.
Alex York
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2017-04-01, 23:39:41
Reply #5

Ondra

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fixed
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)