Author Topic: Displacement reflection issue  (Read 2764 times)

2018-12-04, 14:26:08

chrisjacks21

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Hi Guys,

I am working on an ocean scene (displaced noise on a plane) and noticed that reflections of the displacement surface are clipped to the camera field of view (see below).  This is with displacement on screen size. World size units fixes the issue, but I am then struggling with memory & calculating displacement times using this method on a very large ocean surface.

Any thoughts, or is this to be expected with screen size displacement?

Thanks!

2018-12-04, 14:41:25
Reply #1

romullus

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Yes, this is expected. Screen size displacement in Corona is adaptive and meshes are subdivided only inside camera frustum. I think in config files there is parameter which let you adjust this behaviour, you can try to experiment with it, if you brave enough :]
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2018-12-07, 18:02:39
Reply #2

maru

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2018-12-07, 18:05:56
Reply #3

pokoy

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2021-04-01, 11:46:23
Reply #4

Flavius

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Bringing this back from the dead...

Is there anyway to partially extend the displacement calculation? I have a huge body of water so I don't need all of it displaced, but camera only is not enough either. I'd need some extra 20-30%. Is there a way to control this?

Thanks!

2021-06-20, 12:18:08
Reply #5

Aram Avetisyan

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Bringing this back from the dead...

Is there anyway to partially extend the displacement calculation? I have a huge body of water so I don't need all of it displaced, but camera only is not enough either. I'd need some extra 20-30%. Is there a way to control this?

Thanks!

This will bring further difficulty and confusion in usage. It is optimal to keep it either enabled completely - with string option, either off or find a scene dependent workaround/optimization.

Thanks,
Aram
Aram Avetisyan | chaos-corona.com
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