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Closeups when using ocean texture not working

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  • Closeups when using ocean texture not working

    First of all. I think Phoenix fd is amazing. Love it, and can´t leave the computer. ( my family think I´m boring

    I´m having some ocean problems though..

    Is it possible to zoom in close when using oceantexture? I get weird clippings The ocean ends after the grid or before and after.

    Try for yourself with the submarine examplefile and see what happens. Am I the only one? It doesn´t matter if I use a camera or just render in perspective view

    Best regard / Magnus

  • #2
    if you use the fast ocean setup (the ocean option) the closeup leads to problems, because the nondisplaced geometry enters the viewport and the edges become visible.
    hopefully this problem will be solved in the 3.0 version, for now you can use the VRay displacement modifier over a plane to have closeup waves, this video was made exactly by this way. however, you will have problems to mix the simulator content with the ocean surface
    ______________________________________________
    VRScans developer

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    • #3
      Ok, Thanks for the answer. Looking forward to 3.0 then

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      • #4
        Hmm I´ve been playing around with the submarine sample scene. ( only Click image for larger version

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ID:	850147using a boat instead and changed a few particle settings ) When I try to render while having the viewport to full size ( alt w), it clips everything around the grid or parts of it depending on how far away the cam are. But if I render while having all 4 viewports on the screen it works perfect ?? I´m currently using the latest nightly.

        How can this be possible ?

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        • #5
          are you using a camera? phoenix get's the camera viewport, if possible, otherwise uses the selected viewport. when you switch between full screen/4 views, the viewport transform (perhaps the FOV part) is changed, this is the only explanation that i can give for now

          btw, what build you have, the official one or nightly?
          ______________________________________________
          VRScans developer

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          • #6
            working with the latest nighty.

            using a Vray physical camera, and it doesnt matter how I scale the window. The result is the same. It only work with multiple viewports on screen.

            Is it not the same for you ?

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            • #7
              try to switch the vray default geometry from auto to static. it's a very common problem, we should display a warning message!
              ______________________________________________
              VRScans developer

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              • #8
                I´m already using static Default geometry.

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                • #9
                  can't reproduce it here, what max are you using?
                  can you prepare a simple test scene, just remove the boat and attach it
                  ______________________________________________
                  VRScans developer

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                  • #10
                    Im using 3ds max design 2012

                    mailing the scene to support.

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                    • #11
                      thanks for the scene, it reproduces the problem. i did look what is going on inside, and apparently the max viewport just refuses to answer what camera is using. we can't fix it immediately, have to look for alternative way to obtain the camera.
                      ______________________________________________
                      VRScans developer

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                      • #12
                        What type of view creates this problem?

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                        • #13
                          a pretty normal perspective camera view, in maximized mode
                          ______________________________________________
                          VRScans developer

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