Author Topic: Displacement map invert and have a bugs  (Read 8937 times)

2020-02-24, 14:17:20
Reply #15

KiraGetto

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Can you please try and see how it's going to render with Corona v5 (also please try with latest 3ds max 2020.03 patch)?

You might have to do a complete uninstall of Corona and everything related to it the issue persists. Some quick questions, what's your OS and what CPU do you have?

In version 5, this bug is also there, but this bug is not with the new 2.5D displacement feature.

My computer:
Windows 10
Intel Core i5 4460 3,2 GHz
8 RAM
GTX 960 2GB
Hi,

Are you saying that this issue is not present with the 2.5d displacement?

Rowan

Yes it is. The top picture is with 2.5D displacement, and the bottom is with the usual.

2020-02-24, 14:31:27
Reply #16

GeorgeK

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Can you please try and see how it's going to render with Corona v5 (also please try with latest 3ds max 2020.03 patch)?

You might have to do a complete uninstall of Corona and everything related to it the issue persists. Some quick questions, what's your OS and what CPU do you have?

In version 5, this bug is also there, but this bug is not with the new 2.5D displacement feature.

My computer:
Windows 10
Intel Core i5 4460 3,2 GHz
8 RAM
GTX 960 2GB

Thanks, we are looking into it, when not using 2.5D change to world size and see if it makes a difference.

Preferably resort to using 2.5D or disable auto bump for the old displacement.

(internal id=468696359)
« Last Edit: 2020-02-24, 14:45:19 by GeorgeK »
George Karampelas | chaos-corona.com
Chaos Corona QA Specialist | contact us

2020-02-24, 16:26:49
Reply #17

pokoy

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OP, where these assets originally modeled in Maya maybe? And if so, did you bring them over to Max via FBX?

2020-02-24, 16:47:45
Reply #18

pokoy

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I'm asking because one render shows something similar to what you get when you import meshes generated in Maya via FBX.
Maya's y-axis is Max z-axis and FBX correctly converts the general geometry but NOT explicit normals. They look correctly in Max until you do a Reset XForm, that's where it gets visible, and it looks similar to your first render, the normals look off.
If these come from Maya, try to:
- apply Edit Normal modifier
- in subobject mode select all normals (CTRL + A), press 'Reset'

See if this helps. If not, you may have to do a ResetXForm on the mesh first. Make sure to detach it from any hierarchy first or the object may be offset.

2020-02-24, 17:01:41
Reply #19

pokoy

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The more I look at the screenshot, the more I'me convinced this is the problem here.
3D Displacement usually displaces along the face local z-axis, upwards. In your screenshot it looks like it does it sideways, which is exactly what happens if you would swap the z axis with either x or y. This is why you get strange shading in general, as if the lighting would change, plus small artifacts from overlapping faces.
2D displacement probably uses a different method to figure out surface normals and that's why it doesn't show these artifacts.

2020-02-24, 17:07:53
Reply #20

KiraGetto

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OP, where these assets originally modeled in Maya maybe? And if so, did you bring them over to Max via FBX?
I did this a long time ago and after many tests I found out that it was not a matter of geometry or UV. On any standard object, the same thing happens. I tested a lot in V-ray and under the same conditions there was no problem.

2020-02-24, 17:12:13
Reply #21

pokoy

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So you get this on ANY object, even if it's created in Max entirely?

The shading looks exactly like an axis swap on surface normals.

2020-02-24, 17:31:34
Reply #22

KiraGetto

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So you get this on ANY object, even if it's created in Max entirely?

The shading looks exactly like an axis swap on surface normals.
Yes, on any object.