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  • Is Vrays displacement that bad?

    Ihavenofish on the Splutterfish forum:

    hi,
    i'll probably get yelled at for feeding the trolls, but i would like to give my opinion about brazil's lack of those 2 particular features(displacement specificaly).

    i have been evaluating displacement recently in every renderer available to me (basically everything ever made) for potential use in our pipeline at work(feature film vfx company). i still have a few renderers to go, but so far, a few things are very clear to me. i'll share some with you.

    there are 2 things in particular i have been trying to achieve as reference for production usability.

    the first is low poly (box primitive) displaced buildings. i was shown an image of displacement for a movie (day after tomorrow) using this method. for reference, it was rendered (i've been told) in prman. the image showed no flaws that i would find unacceptable. note, this type of displacement is "special" because there are many sharp corners and 0 degree draft angles. this puts the renderer to the test, unlike softer gradual displacements which most renderers handle easily.

    using standard max displacement (scanline, brazil, vray all have, of course, the same result) i was able to achieve a decent result only with a very high initial tesselation. this you should agree rather defeats the purpose of using a low poly building with displacement vs a modeled one.
    soo... on to the spiffy new(and old) sub pixed displacement type renderers. i'll just mention the 2 most people have access to, mental ray and vray.
    - mental ray works, but yeilds extremely poor quality at low settings, and exteemly slow(compared to normal displacement) at higher ones. oddly, it also uses more ram!? but, in the end, it is infact capable of achieving the desired result.
    - vray in 2d mode "seems" to work. its fast, and looks nice... in the parts that dont have nasty errors. unfortunately, no matter what settings i chose, and how i tweaked my maps, i could not produce a result that was not riddled with unacceptable errors. in 3d mode, i was introduced to a whole new set of glitches, and again, in the end could not create anything remotely usable. i wont get into the details of the errors(this is a brazil forum after all), but i will be reporting these as bugs shortly.

    my second test is trying to use displacement maps created in Z-brush on a low poly mesh. many of you might have been playing with this software, and likely have similar (or maybe different) experiences. anyway, on to the results...
    - standard max displacement (scanline/brazil) seems to project the displacement along the smoothed normal, from the face. this is not good for low poly meshes because your displacement takes the shape of the low poly mesh. the only solution is to meshsmooth. in standard displacement, this is acceptable, since you are going to end up with tons of polys anyway. however, this utterly defeats the purpose of using a low poly proxy and displacemnt(well, not utterly, you still have the advantage of fast viewport and skinning performance). to see what i mean stick any displacement map on a sphere with segments set really low(8 or 10)
    - mental ray performs perfectly in this situation, displacing as if the low res mesh were actually smooth, however, like on the buildings, its is either crappy quality, or painfully slow, and for reasons unknown to me, does not save any ram. again, you can test this with the same 8 segment sphere
    - vray behaves exactly like the scanline in terms of not respecting smoothing, forcing you to meshsmooth, negating much of the point. it also exhibits many of the errors it did on the building if the map is not sufficiently "blurry". so, for the purposes of low poly displaced characters, it offeres little to no benifit over brazil/scanline, and this only if you manage not to get any errors.

    lighting:
    here's a little insight into how (MR/prman, not sure on vray)displacement works when combined with ray tracing. in order to raytrace the displacement, like in brazil, an acceleration grid must be set up. in order to set up said grid, you need to pre calculate all the displacement. wait a minute, doesnt that negate all the benifits of sub pixel fancy schmancy displacement techniques?. well, yes. but theres a twist(in mr and vray anyway, have not got to prman yet), combining displacement and raytracing absolutely decimates render times(moreso in vray than MR). adding a simple area light to a displaced building increased the rendertime 10 fold over just displacement, or just an area light. this does not happen in normal max displacement.

    alrighty then, i'm done spouting off. but now the question is...
    how important is displacement as a feature if the displacement you have is either no better, no faster, no more memory efficient, and worst of all full of show stopping bugs.

    in the end.. and in keeping with the fishies philosophy of not releasing things till they are release worthy, i personally would rather wait for something good, than have a feature just for the sake of having the feature even though i can never use it. displacement that works WILL be a "development".

    now, having read this, you might also understand why i, and others here, are completely uninterested in the challenges posted comparing renderers. its not that we dont like chalenges, or are close minded, or hate you. its because the particular challenges posted dont reflect anything anyone would ever do in real life. if you would like to post a scene of say, a condo, full of furniture and props, ready to be lit and textured AND a photo of the real thing it's supposed to match, you may get a more receptive response since the outcome actually shows something practical. it will also kick into your brain just how much of this outcome relates to artist SKILL rather than hiting render buttons.

    later
    My question is, for people who worked with Vrays displacement, is it that bad?[/i]

  • #2
    Dunno if the devs do these kinds of things, but they should maybe meet up (virtually maybe) and show each other how to do certain stuff in their own software. I.e educate eachother. I am pretty sure he has no idea of what he was doing in mental ray (there are tons of parameters that affect displacement afaik, and what he said about his procedure in vray seemed confusing. Like he had no idea about calculating area lights through the imap, or some of the settings further down the displacement rollout. I could be wrong though, but it sounds to me like he brute forced a large area light over a displaced piece of geometry with (most likely) bad imap settings. I could also be completely wrong.
    Signing out,
    Christian

    Comment


    • #3
      As long as were talking about 3DS Max only, then I agree with pretty much everything that was said. Metal Ray displacement does not seem to be implemented very well in Max, though the results I've seen from others using it in Maya/XSI/etc look great. Right now, even if it may indeed not be perfect (yet), Vray is still one of the better solutions for diplacement mapping in my opinion. And you can't beat it's speed and ease of use. Like any fine wine it will improve with age, just need to be patient.

      Comment


      • #4
        Hmm...just checked the post on the SF forum. Originaly I thought it was one of the fishes that posted what was in the quote, but I see now that it was a user only. Good to see the developers don't make those kind of posts
        Signing out,
        Christian

        Comment


        • #5
          ihavenofish is a loooong time brazil user, since the earliest beta tests if memory serves...


          percy
          ____________________________________

          "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

          Comment


          • #6
            well, since i have been effectively invited here, i must draw a line before things get completely out of hand.

            i would ask that the message i posted on the brazil forum not be taken out of the context of the original thread. it would have been better to link to the message. that post was meant to as a rebuttle to anyone who believes brazil is outdated or inferior simply because it has no high tech displacement. it has served its purpose, so lets move on to more usefull pursuits.

            now, i am by no means an expert in either vray or mental ray. if i was i'd not have any need to evaluate the renderers because i'd already know which one works best for each situation. i must also say, that while i am an avid brazil supporter and would love to use it for everything, when it comes to production work, there are no software loyalties. if the software doesnt cut it, we find one that does. if nothing is working to our satisfaction, we write our own.

            in the case of brazil, the displacement does not cut it in many cases. this is for the same reasons the scanline does not cut it, granted, brazil is significantly better than the scanline for handling massive poly counts.

            soo... we move on to the next candidate... vray. i wont discuss mental ray here, because this is a vray forum and rather than debate whose dick is bigger, i would like to find a way of making vray work if possible.

            as stated in the 2 cases in my post, while vray's results are visually pleasing, i am experiencing many errors in the image. i'll be posting them in the bug report in the next few days once i am fairly certain this is not user error. i also ran into the issue of vray not respecting normals, and while i'm sure this is not likely a bug, i find it a very undesirable behavior.

            so to take the first step, does anyone have any examples of the results i am trying to achieve that are what you'd consider adequate. forget lighting for now, i am only after displacement. if so, could you post an image, and a description of you you achieved it (settings, map type, uv's etc)

            thanks
            later

            Comment


            • #7
              Hey ihavenofish. Long time no see. Nice to see you trying out things for your production pipeline. I agree totaly against any renderer comparisons. they are absoluterly pointless

              Cya dude.
              Alejandro Gonzalez
              alejandro.gonzalez@zerofractal.com
              Zerofractal - Visual Communications
              New Website! www.zerofractal.com

              Comment


              • #8
                "when it comes to production work, there are no software loyalties. if the software doesnt cut it, we find one that does."

                Well put ihavenofish, I dont think Ive ever read a better post regarding the different engines.

                And welcome to the forum, I hope you stick around.

                -dave
                Cheers,
                -dave
                â–  ASUS ROG STRIX X399-E - 1950X â–  ASUS ROG STRIX X399-E - 2990WX â–  ASUS PRIME X399 - 2990WX â–  GIGABYTE AORUS X399 - 2990WX â–  ASUS Maximus Extreme XI with i9-9900k â– 

                Comment


                • #9
                  I spent a fair amount of time experimenting recently with displacement attempting to use it for an exterior facade in an Architectual (extremely) high resolution scene... my conclusion was that its not even remotely reliable enough for me to use. 2 of the 4 sides of the building were unable to displace (2d) cleanly, and took on the appearance of 'smoothing' errors across various different 90degree angles. This happened to varying degree's with ANY settings, and was only minimalized by changes in the mesh. With 3d, there was the illusion that it worked, only to break down on a face/face basis on closer inspection, leaving small train track like mesh errors.

                  Alternatively, I used 2d displacement extensively on the Interior portion of the same scene.. displacing in reveals/expansion joints in wooden walls with NO problems at all.

                  I also found a neat way to clip geometry out of a scene by using negative 3d displacement with a positive shift.. how that works i haven't a clue. can have interesting effects though.

                  Have examples at work, will post in the Bug reports shortly..

                  Dave.
                  Dave Buchhofer. // Vsaiwrk

                  Comment


                  • #10
                    now, i am by no means an expert in either vray or mental ray.
                    but that don´t stop you from writing a little essay how bad the current displacment implementions are... i see.

                    .....and i get stoned at the sf forum because i challenged the experts to show me how things work.

                    rotfl.

                    Comment


                    • #11
                      if your not going to offer any constructive input on my issues with vray displacement, please do not respond to this thread.

                      you are the textbook definition of a troll, and i will not respond to any more of your useless postings. i am starting to wonder if you have ever used any of the software you comment on.

                      good bye

                      Comment


                      • #12
                        Ihavenofish: Could you post an image or maybe submit a simple scene file? That will bring the tinkerers out of the woodwork. Many that are VERY knowledgeable about getting displacement to do what they want. I agree that in many ways, the displacement in vray has a certain "unfinished" quality to it for lack of a better term.

                        This is just my own observation, but it would seem to me that vlado tends to code in spurts. He'll come across a wish of a user, and what seems like a long weekend later, will announce a cool feature he kind of just "did." The original 3dbaker had that quality to it, as well as the anistropic reflection feature.

                        My point being that frequently it appears that features are added first and then later improved on. Its the nature of chaos group's generosity, in that they let us tinker with new builds waaay before they should be considered for production.

                        percy
                        ____________________________________

                        "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

                        Comment


                        • #13
                          i will have examples soon, busy busy.
                          one of the errors i am getting is the one stated by dbuchhofer. the normals on sharply displaced surfaces get screwed up. this is only in 3d mode. in 2d mode i get what looks like faces missing. (this is on the displaced building)

                          i'll have pics and hopefully example scenes soon, just have not had time to put it together.

                          thanks
                          later

                          Comment


                          • #14
                            cool... am curious to see. This is a test I made with vray displacement, and dont recall any real problems.



                            Anyways,
                            percy
                            ____________________________________

                            "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

                            Comment


                            • #15
                              hmmm, cant attatch here...

                              i was joing to upload you a map, but you can use the checker map to see a similar result. take a box such as that, and add a checker map displacement. give it a good height... like 6" on a 200" box

                              your image looks fine, but the displacement is fairly "safe" no tall sharp edges. one thing that i do notice is the edges of the box are intact. on mine they tear apart. what settings did you use?

                              later

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