Water Displacement issue

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Pavlov
Licensed Customer
Posts: 158
Joined: Fri May 21, 2010 8:49 am

Hi Paride,
what Lewis says is true.
As i pointed out, the issue is on large scale scenes only - so where the scale of the small details (i.e. displacement pixel size) and the overall size of the scene differs by some orders of magnitude.
Small scenes are a useless test since Octane will not hit the wall there.

Try to setup a very simple *LARGE* terrain - i.e. 50km x 50km - and cross this one with a horizontal waterplane - just similar to the one i posted above.
It would be probably enough to raise the scale of your rocks model above, making it 50km x 50km side.
You'll most probably meet the issue, and ray epsilon will not change it.

Let me know if you manage to do it, othewise i'll send a ORBX.

Best
Paolo
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paride4331
Octane Guru
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Joined: Fri Sep 18, 2015 7:19 am

Hi,
I tried as you suggested with a scene extending 50km x 50km and an overhead shot from 5km. The red cuboid visible in the scene is 50 meters long.
The sea, of course, uses a specular with a displacement map. After setting the ray epsilon, there don't seem to be any artifacts. Am I doing something wrong?
Regards
Paride
https://we.tl/t-Aodix5vFYt
Attachments
000a.jpg
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Pavlov
Licensed Customer
Posts: 158
Joined: Fri May 21, 2010 8:49 am

Hi Paride,

i noticed you're using Photon Kernel, i'm using Path Tracing instead - but i do not think this is the issue.
Anyway, in order to let you try better, i attach the ORBX i just exported.
There is no texture, displacement is just an Octane baked noise.

In the picture below you can see the border between terrain and water.
Let me know if ORBX loads fine and if you get the issue.

Best
Paolo
Attachments
Water_bug.zip
(8.04 MiB) Downloaded 55 times
Screenshot_1.jpg
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paride4331
Octane Guru
Posts: 3813
Joined: Fri Sep 18, 2015 7:19 am

Hi,
Could you please share the original .max file?
3ds Max > File > Archive
Regards
Paride
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Pavlov
Licensed Customer
Posts: 158
Joined: Fri May 21, 2010 8:49 am

It's Lightwave, if you want i can share LW file.
It uses latest Octane core anyway.

If you prefer to test in Max i can share the FBX of the terrain + Sea.
It will be enought to apply a sea material with Texture displacement and render.

Let me know,
Paolo
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paride4331
Octane Guru
Posts: 3813
Joined: Fri Sep 18, 2015 7:19 am

Hi,
yes, share the .fbx. I can extract the assets from the .orbx but in .abc. Anyway, it's less straightforward to investigate the .orbx than the native file. At the moment, I would say there's a unit of measurement issue because it seems that the geometry is not 50km but 500km. Additionally, I can't understand if there was any issue before exporting to .orbx, so I want to be sure of what I'm saying.
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Pavlov
Licensed Customer
Posts: 158
Joined: Fri May 21, 2010 8:49 am

Hi,

here is the FBX - effectively it's much bigger. In the screenshot you see real world measurements.
The bug will appear even on much, much smaller scenes but this way you'll be sure that you get it :)

Just assign a diffuse material to terrain and a Texture displacement to water.
Let me know if it works,

best
Paolo
Attachments
RedSea.zip
(7.7 MiB) Downloaded 52 times
Screenshot_1.jpg
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paride4331
Octane Guru
Posts: 3813
Joined: Fri Sep 18, 2015 7:19 am

Hi,
I did some tests, honestly I think your issue is caused by measurement unit errors and material settings. Additionally, the issue with black lines at intersections, which sometimes occurs when using texture displacement, is usually resolved by adjusting the ray epsilon setting. The texture displacement node certainly has some limitations and issues and will be replaced with a new texture displacement node in the near future. Using the baking texture in this particular situation is, in my opinion, highly inadvisable. Instead, use a normal seamless texture (which I didn't use in my test); everything seems to work fine. I would also consider using the vertex displacement node in conjunction with the relative distance node (I’ve attached a test .orbx). I’d recommend taking a look at that as well.
Regards
Paride
https://we.tl/t-Z9S0poSduT
https://www.youtube.com/watch?v=ucgYAWj88hs
Attachments
RelativeDistance2Camera.orbx
(51.16 KiB) Downloaded 48 times
01.jpg
00.jpg
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Pavlov
Licensed Customer
Posts: 158
Joined: Fri May 21, 2010 8:49 am

Hi Paride,

i'll check the file, but consider that if you want animated water, baking an animated procedural is the only way to get a decent result.
There are some texture sequences on the web but quite frankly result is pretty bad.

Anyway, since i do not have Standalone, i ask you a courtesy since images are very small but i tend to think that the issue is there as well.

The displacement bug is related only to the size of the texture (in other words- the projection size of the map). I see youy are using a very small projection.

Can you please try the two following adjustments ?

1 - use same map you are using but with a much larger projection - i.e. 10x current size.

2 - keeping everything as it is, can you please try to zoom a lot on the water reef (i.e. 10times closer than now in any area where water touches the terrain) ?

Thanks in advance
Paolo
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paride4331
Octane Guru
Posts: 3813
Joined: Fri Sep 18, 2015 7:19 am

Hi,
I recreated the scene using the procedural texture noise node. Everything seems to work with it as well; the zoomed photo has the camera about 10 meters from the coast, and the red object is 1 meter by 1 meter. However, keep in mind that even with a procedural texture, it will lose its seamless quality during the baking process.
Attached are also the kernel settings and the texture displacement settings.
Regards
Paride
Attachments
a002.jpg
a001.jpg
01.jpg
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