Author Topic: squares in the shadow/light gradient  (Read 10377 times)

2016-11-06, 15:05:39

speltospel

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squares in the shadow/light gradient

what could be the problem?

I made a post processing in Photoshop to lighten the problem. on the original render this bug less noticeable.

2016-11-06, 15:50:57
Reply #1

romullus

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It looks like shadow terminator, a disease from which Corona (not exclusively) suffers quite badly: https://coronarenderer.freshdesk.com/support/solutions/articles/5000516258-objects-in-my-rendering-are-not-smooth-faceted-and-i-can-see-shadows-of-polygons-

It should be adressed at least partially in upcomming 1.6 release.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2016-11-06, 16:47:38
Reply #2

speltospel

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It looks like shadow terminator, a disease from which Corona (not exclusively) suffers quite badly: https://coronarenderer.freshdesk.com/support/solutions/articles/5000516258-objects-in-my-rendering-are-not-smooth-faceted-and-i-can-see-shadows-of-polygons-

It should be adressed at least partially in upcomming 1.6 release.

Thank you, but polygons enough

I began turning all the parameters at random)
I helped this option.
maybe it will be helpful to others

2016-11-06, 19:22:20
Reply #3

burnin

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Are you using Normal map?
Give it a test without.
If so, then as an alternative use bump or displacement (depending on the shot).

2016-11-07, 13:15:12
Reply #4

maru

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It looks like shadow terminator, a disease from which Corona (not exclusively) suffers quite badly: https://coronarenderer.freshdesk.com/support/solutions/articles/5000516258-objects-in-my-rendering-are-not-smooth-faceted-and-i-can-see-shadows-of-polygons-

It should be adressed at least partially in upcomming 1.6 release.

Thank you, but polygons enough

I began turning all the parameters at random)
I helped this option.
maybe it will be helpful to others
Pressing random buttons without understanding them is usually the worst thing you can do. Light sample multiplier should have no impact on this issue. It looks like you changed lighting, and that would explain why the problem is gone. Could you share this scene, with the problem visible?
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2017-02-03, 01:39:26
Reply #5

snakebox

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http://imgur.com/a/6eRkG

Fstorm just solved this quick and easy.  I know Vray has had this solved for years too now, and I know this is a "common" problem, but it has to be fixed. It's clearly possible, and looks terrible.  Hoping 1.6 will do something about, as 1.5.2 has issues.

2017-02-03, 17:42:42
Reply #6

SharpEars

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http://imgur.com/a/6eRkG

Fstorm just solved this quick and easy.  I know Vray has had this solved for years too now, and I know this is a "common" problem, but it has to be fixed. It's clearly possible, and looks terrible.  Hoping 1.6 will do something about, as 1.5.2 has issues.

It is on the list of TODOs for 1.6:

https://trello.com/c/fova9HRy/85-bug-fixes

2017-02-03, 17:54:24
Reply #7

maru

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Yes, this is on the TODO list for 1.6. It is also acknowledged since long time ago, but apparently very hard to implement, because basically this is another "fake".
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2017-02-27, 23:32:21
Reply #8

Ondra

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duplicate - we have multiple reports on this
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-03-29, 13:39:26
Reply #9

Rimas

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we will try to hack it away in 1.5

This is from last year. I've kinda lost hope...
FStorm is being developed at crazy paces, we're considering moving to it at the office and the blasted terminator and the nightmares I've been having with it are one of the reasons... (I already moved to it for personal work, I have two GTX 1080 and two GTX 1080Ti in my rig - speed is a major factor too).
A morning of awkwardness is far better than a night of loneliness...

2017-03-29, 14:33:12
Reply #10

romullus

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This bugfix is still on the list for 1.6 in trello, so fingers crossed...
https://trello.com/b/EfPE4kPx/corona-road-map-3ds-max
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2017-03-29, 16:06:36
Reply #11

Rimas

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Last one yet to be checked with RC1 estimated in two days' time..? I'm not getting my hopes up. It's such an old problem that it really needed to be solved ages ago. Not knocking the devs, it's probably hard to tackle with the way the engine is set up, but it's still been ages. Karba sorted the terminator in FStorm so quickly it's just ridiculous in comparison...

Interesting how terminator only happens when bump is used and not when it's turned waaay down or off. Same geometry. I thought a bump map is supposed to add and subtract from the existing normals, similar to a tangent space normal map (whereas a world-space normal would completely overwrite the normals). So how come the terminator appears there? If the lighting model was looking at the geometry exclusively then we'd have the terminator problem ALL of the time, not (almost exclusively in normal usage) when using a bump map... I'm confused here.
« Last Edit: 2017-03-29, 16:18:53 by Rimas »
A morning of awkwardness is far better than a night of loneliness...

2017-03-29, 18:50:44
Reply #12

maru

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Last one yet to be checked with RC1 estimated in two days' time..? I'm not getting my hopes up. It's such an old problem that it really needed to be solved ages ago.
<teasing>
What if I tell you that we already have an internal daily build?
</teasing>
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2017-03-31, 10:46:31
Reply #13

Rimas

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So is the terminator solved now?
A morning of awkwardness is far better than a night of loneliness...

2017-03-31, 11:50:11
Reply #14

PROH

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Yes :)

Tested latest daily yesterday, and it's gone :) :) :)