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Dynamic Geometry and framestamp polycount

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  • Dynamic Geometry and framestamp polycount

    How come when using dynamic geometry or proxies (same thing) the vray framestamp does not show the proper polycount for the objects. See attached images.

    I know its not a big deal but would be handy when using dynamic geometry if the proper polycount could be displayed.

    Mesh tree (tree courtesty of Percydaman, take a bow Percy)


    Proxy Tree. Not sure where that dark wedge came from at the back. The only change was turning the tree to a proxy.. any ideas?

  • #2
    ya the same thing happened to me the other day when I was testing something out with morbid angel. I have no idea what causes the dark strip. but it appears to be reproducible.
    ____________________________________

    "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."

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    • #3
      yeah its weird. But its definitly related to the proxy hey.

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      • #4
        so in requesting one thing you stumble onto something else heheehe

        ---------------------------------------------------
        MSN addresses are not for newbies or warez users to contact the pros and bug them with
        stupid questions the forum can answer.

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        • #5
          Isnt that how vray works

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          • #6
            Re: Dynamic Geometry and framestamp polycount

            Originally posted by DaForce
            Proxy Tree. Not sure where that dark wedge came from at the back. The only change was turning the tree to a proxy.. any ideas?
            What is the light (e.g. direct, spot etc)? What is the ground plane (e.g. VRayPlane or geometry)?

            Best regards,
            Vlado
            I only act like I know everything, Rogers.

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            • #7
              Ground is vrayplane and light is IES Sun with vray shadows.

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              • #8
                Here,
                http://myweb.cableone.net/amylenhart...uralMaple1.zip

                Thats the file. (percys file)
                All i did was changing the tree to a proxy.

                EDIT
                Ok, i changed the light to a direct light with vray shadows, made the falloff HUGE and turn on overshoot and the same thing happened.

                EDIT 2.
                Weird i just tried it again with the same light setup (direct) and a mesh tree and that funny triangle was still there.

                EDIT 3.
                Ok mega weird. Took the tree out, and its still there. tried changing the light parameters, overshoot off..etc. and its still there.

                I MUST be missing something.

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                • #9
                  Ok, odd.

                  Open the file hit render... it renders fine. Hide the tree and render and then the dark triangle area comes back.

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                  • #10
                    Yep, I can reproduce that here - it happens even without GI... I'm looking into it right now.

                    Best regards,
                    Vlado
                    I only act like I know everything, Rogers.

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                    • #11
                      Thanks Mate.

                      Also could you shed any light on the original posts problem about the polycount not being correct?

                      Thanks

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                      • #12
                        The problem is that a part of the Sun light's cone intersects the plane, like in these images:


                        The 3dsmax Sun light tries to determine the cone automatically based on the scene bounding box. However, both the VRayPlane and the VRayProxy don't exist as regular 3dsmax geometry. In that case, the Sun light assumes a very large cone radius, which leads to the black artifact.

                        For example, in the following image, the four boxes are regular static geometry, and the teapot is a proxy. You can see the odd shape of its shadow where it is cut off by the Sun:


                        The V-Ray sun that we are working on does not have this problem

                        Best regards,
                        Vlado
                        I only act like I know everything, Rogers.

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                        • #13
                          Originally posted by DaForce
                          Also could you shed any light on the original posts problem about the polycount not being correct?
                          Because in the case of proxies or dynamic geometry V-Ray actually has no idea how many faces they have. They are all considered as procedural geometry. For example, if you have a complex implicit surface, it doesn't have any actual "triangles" to count.

                          Best regards,
                          Vlado
                          I only act like I know everything, Rogers.

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                          • #14
                            Ahh ok... makes sense

                            But why did it happen when i used a direct light
                            is it because when i used a direct light it had a very large falloff?

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                            • #15
                              Originally posted by DaForce
                              is it because when i used a direct light it had a very large falloff?
                              Yep.

                              Best regards,
                              Vlado
                              I only act like I know everything, Rogers.

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