chopped off peeks issue

Started by Nala1977, May 13, 2021, 01:52:28 PM

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Nala1977

so im having an issue where for some reason the render output is chopping off a peek of one of my displacements, no matter what i do.

is this a bug or im doing something wrong?

WAS

You need to raise the displacement tolerance in the Planet node. This will effect render time though.

Nala1977

oh my... why there are so many  options scattered all around in this software... who would ever thought of that.
thanks Was.

Nala1977

is there any other way? im confused why this is happening in the firt place since the first pillar has way more displacement and its rendered fine.

i added other 2 pillars and they basically are all chopped off. I have to increase the displacement tolerance to 4 and the render time is simply absurd for a simple shape like this..

WAS

#4
Yeah I'm not sure. That's what I had to do for my geonosis landscape and it was so bad render wise, just to get a few peaks to render.

Maybe patch size also influences where sampling is occuring? Probably not.

Would be cool if this was more dynamic. Like, a setting of an individual displacement node, so it can have better tolerance, and not affect other displacement nodes. Seems with doing it via the [planet] node it is applied to all displacement on the object. Instead of just the displacement driving what needs it.

digitalguru

would that work if it was a Compute Terrain instead of a Compute Normal?

WAS

They both have the same patch size setting and produce the same patching. Compute Normal just doesn't have texture coordinates. More meant just for displacement I gather.

KlausK

No need to change the Displacement Tolerance at all here.
Simply set both the Simple Shape Shaders to Final Position.
That`s all.

CHeers, Klaus
/ ASUS WS Mainboard / Dual XEON E5-2640v3 / 64GB RAM / NVIDIA GeForce GTX 1070 TI / Win7 Ultimate . . . still (||-:-||)

WAS

Quote from: KlausK on May 13, 2021, 06:11:51 PMNo need to change the Displacement Tolerance at all here.
Simply set both the Simple Shape Shaders to Final Position.
That`s all.

CHeers, Klaus

That doesn't work for Power Fractal based terrains. Not even sure if it would work for simple shapes either, but if it does that's good.

WAS

Yeah, no. It doesn't work for Final Position for colour/disp of simple shapes, or for world space/final position for a PF

KlausK

Well, I did only use his scene file. And in his setup it brings back the tops.

CHeers, Klaus
/ ASUS WS Mainboard / Dual XEON E5-2640v3 / 64GB RAM / NVIDIA GeForce GTX 1070 TI / Win7 Ultimate . . . still (||-:-||)

WAS

It probably changes where the position peaks end in world space, is why. The issue is actually related to too much displacement, where less would yield a fully rendered spike but look more or less the same.

KlausK

/ ASUS WS Mainboard / Dual XEON E5-2640v3 / 64GB RAM / NVIDIA GeForce GTX 1070 TI / Win7 Ultimate . . . still (||-:-||)

WAS

That (noise space and disp) and whatever is going on with the underlying geometry. Which is why I wondered if patch size may influence it, but doesn't seem to be from my tests. I don't know if exported polys represent what the planet uses during a render, but they're not very uniform.

Nala1977

tried with final position, it doesnt work either. im actually shocked you can not simply duplicate a simple shape displaced with a mixer and you get this issue.. i tried in this example a surface layer, but even with mix shader when i increase the displacement of the second pillar to match the first pillar height, it chops it off.


so i painted a mask in photoshop and tried the displacement from that image, at the same height of the previous file displacement which was (60) it didnt chop anything off.
I raised the displacement from the photoshop mask to 1400 and the cutting started to appear in a random way, this seems more like a bug.

If it was a displacement tolerance issue it should have done it for every peek? why does it randomly on some peek yes and some no?
Pretty confusing