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ocean sky reflection outside camera flustrum with distortion

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  • #16
    Using a distortion grid for testing you ought to be able to get the distortion to match pretty darned well if you increase the camera FOV (and the render res), and then tweak to match.

    Of course, I agree, it ought to just work properly

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    • #17
      Any news in this topic? Its making our work harder a lot

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      • #18
        I think adding ocean subvid parameter to off-screen generated mesh would fix this problem. Because only problem is that the displacement have less detaild than the one in the camera main flustrum.

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        • #19
          Originally posted by frodopytlicek View Post
          I think adding ocean subvid parameter to off-screen generated mesh would fix this problem. Because only problem is that the displacement have less detaild than the one in the camera main flustrum.
          The issue is that the camera distortion is not considered. I tried increasing the overall Ocean Subdivs, but this makes the defect even more visible.

          Sorry to say, there is no movement on the case, and can't give an estimate
          Aleksandar Hadzhiev | chaos.com
          Chaos Support Representative | contact us

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          • #20
            Because Ocean Subdivs increas subdivs only in camera flustrum. Geometry created by Off-Screen margin use different subdivs, somewhat internaly optimized to low value. Adding off-screen margin subdivs option will solve this issue and help us a lot. Without it we are kind of screwed.

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            • #21
              It's being looked into, thanks for the report.
              Lele
              Trouble Stirrer in RnD @ Chaos
              ----------------------
              emanuele.lecchi@chaos.com

              Disclaimer:
              The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

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              • #22
                frodopytlicek there is a workaround, thankfully: i traced the issue down to the phoenix simulator, *not* the displacement texture itself.
                Your ocean should render fine so long as you use a standard geometric plane and a displacement mod with the ocean texture on it.

                The bug in the phoenix ocean is being looked into (will update here with the JIRA ticket number later.).
                Lele
                Trouble Stirrer in RnD @ Chaos
                ----------------------
                emanuele.lecchi@chaos.com

                Disclaimer:
                The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

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                • #23
                  Yes I know about this workaround but unfortunately we have simalations there, not only flat ocean plane. Its really just about the subdivs of off-screen mesh, im 99% sure

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                  • #24
                    Originally posted by frodopytlicek View Post
                    Yes I know about this workaround but unfortunately we have simalations there, not only flat ocean plane. Its really just about the subdivs of off-screen mesh, im 99% sure
                    It has to do with the padding to the frustum edges, normally 20%, that seemingly Phoenix doesn't implement to the same extent as the rest of V-Ray.
                    That of course influences the amount of geo being generated.
                    Lele
                    Trouble Stirrer in RnD @ Chaos
                    ----------------------
                    emanuele.lecchi@chaos.com

                    Disclaimer:
                    The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

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                    • #25
                      Btw isn't somehow possible to combine displaced plane with cap mesh ocean sim?

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                      • #26
                        Originally posted by frodopytlicek View Post
                        Btw isn't somehow possible to combine displaced plane with cap mesh ocean sim?
                        georgi.zhekov will know.
                        Lele
                        Trouble Stirrer in RnD @ Chaos
                        ----------------------
                        emanuele.lecchi@chaos.com

                        Disclaimer:
                        The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

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                        • #27
                          Originally posted by frodopytlicek View Post
                          Btw isn't somehow possible to combine displaced plane with cap mesh ocean sim?
                          Unfortunately there is no poper automatic way, but how about fading the shader of the water with a gradient around the edges of the simulator and then placing the plane with the displacement around that?

                          Depending on the camera view and the lighting this migh work or not, but it's the only thing that comes to mind, besides doing it in post with masking.
                          Georgi Zhekov
                          Phoenix Product Manager
                          Chaos

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                          • #28
                            I did somethink similar before but it did not work well, but I'll give it a try again. Thanks

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                            • #29
                              it might not be this simple, but what about rendering with overscan, and cropping to your delivery size?
                              www.DanielBuck.net - www.My46Willys.com - www.33Chevy.net - www.DNSFail.com

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                              • #30
                                Originally posted by Buck View Post
                                it might not be this simple, but what about rendering with overscan, and cropping to your delivery size?
                                See post #10 saying the same thing and associated replies.

                                It is that simple, but the OP has other factors making it not that simple.

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