Author Topic: Urgent - distance map artefact  (Read 2423 times)

2019-02-15, 12:48:32

Okenite

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Hi,
I'm actually working on a movie, and I’m using a distance map to generate dynamic objects sliced with a special edge material.
Everything look's good at the beginning, but it's not case, i got really strange strobing effects.
I've tried cleaning object, use separate model for each slice, but nothing works as expected.
Please see attached files for scene capture, cutter view, expected result (with bug) and
animated sequence too and also an optimized scene.

I hope you got the solution, because, I’m really worry on my sequence and my deadline on the project.

Thanks a lot for your help ;)

Mr

2019-02-25, 11:53:17
Reply #1

Okenite

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Hello,

Sorry to push up this post, but it's really urgent and project is close to end changing rendering engine at this step is no more possible

Thnaks for your help

2019-02-25, 12:34:10
Reply #2

pokoy

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It's one of the problems of the Distance map, it may work in one place but produce wrong results when moving, it's not spatially consistent, unfortunately.
Sometimes, adding more tessellation to the distance object may help, but it can also produce more artifacts in other places. Using a chamfer modifier on the distance object sometimes helps, too, but this works best for hard-edged objects while yours is a chamfered box already...

3dsmax has a built-in map that works on simple primitives (TextureObjMask) but Corona doesn't seem to support it... But it doesn't work on a chamfered box, only a standard box.
I though I had a workaround by 'abusing' the UV modifier in Box mode for this, but for some reason it doesn't work the way I thought... sorry, I'm out of ideas.

Your best bet would be to try to 'fix' the distance object by either increasing tessellation or something else that would fix the calcualtion but I'm afraid it's a lot of trying until it works.

@Corona support - this is the problem we've talked about a few times. It really needs to be fixed, Distance map is essentially broken as long as it's not producing reliable results in all situations.

2019-02-25, 14:09:31
Reply #3

Frood

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Yep, I also failed with a quick-fix here with the usual topology changes. It's that "unpredictable" result again, did not manage to fool it at least the way that one could render the animation two times with different settings, different errors/frames and "fix" the missing faulty frames by hand.


=8-/


Never underestimate the power of a well placed level one spell.

2019-02-25, 18:08:21
Reply #4

Okenite

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Thanks for your answers, really appreciate !

It looks my problem will still a problem, I'll try to explain my client it was a
bad idea and that it's not feasible with our rendering tool.

@Corona support : this tool / idea, can be a great and powerfull tool,
but it's need some improvement

Mr

2019-02-26, 18:51:49
Reply #5

Okenite

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Hello,

All test done xith tesselation, perfect modeling ( with stl check), smothing normal, hard normal, meshsmooth, moving object, add noise ... nothing can help

So, I got my solution .... a lot of handwork, but a good result ;o(

So for people who want to try to make sliced object with Corona distance map (a bad idea at my advice) :
- render cutted objets on one pass
- rendering each "edge" surface separatly to easily mask artefactssssssss
- composit all the passes ...
- not perfect but the only solution ....

Good luck !

2019-02-27, 10:17:14
Reply #6

Frood

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a lot of handwork, but a good result ;o(

Glad to read the second part :] I hope we will be able to see it some day.


Good Luck



Never underestimate the power of a well placed level one spell.