Water Displacement issue

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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Pavlov
Licensed Customer
Posts: 158
Joined: Fri May 21, 2010 8:49 am

Hi Paride, thanks for the further testing.
Seems ok BUT - as said - the projection of the map is very small, which usually solves (making the issue so small you cannot see it).

Can you make a last try ?
Get your second picture above - the one with the box near the beach - and just change the projection size of the displacement texture to, say, 10x or 20x that size.
So if now it's 100m x 100m, make it 2km x 2km, and raise displacement height accordingly.

Let's see if something happens :)

thanks
Paolo
I7 960 3.2 GHZ - 6GB ram - GTS 250 display only - Asus GTX 470
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paride4331
Octane Guru
Posts: 3813
Joined: Fri Sep 18, 2015 7:19 am

Hello,
If we’re looking to confirm whether the system will show issues with the geometry, we can safely say that it likely will. This is probably due to (though I could be wrong) the limitations of the texture displacement node’s resolution settings and the amount of RAM available (some crashes). In video productions, it's not common to use a single geometry for all scenes. Instead, different geometries are utilized to optimize resources by adjusting the level of detail based on the specific needs of each scene. We’re dealing with a 50 km scene, aiming to use a massive displacement map and then zoom in on very small details ( Additionally, using texture baking as a workaround for procedural textures (since vertex displacement, which comes after texture displacement, doesn’t require it) significantly hampers the real-time rendering workflow, which is central to Octane Render’s philosophy. The texture displacement node has its limitations, and as far as I know, developers are working on a new version. Furthermore, this workflow won’t be feasible because the baking texture node doesn’t process textures seamlessly. A more practical approach would be to bake the textures needed for animating the waves and then apply them to animate the displacement. I hope this helps.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
Pavlov
Licensed Customer
Posts: 158
Joined: Fri May 21, 2010 8:49 am

Hi Paride,

thank you for answering. Beside any possibility we have, i assure that current displacement has major limitations in comparison with any other engine, so it's a relief that Otoy is working on something new.
Independently by the technical choice, you will hit a wall easily in a direction or another, and hopefully new displacement will solve.

Best
Paolo
I7 960 3.2 GHZ - 6GB ram - GTS 250 display only - Asus GTX 470
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