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  • Characters with Displacement

    Hello dear Chaosgroup people,

    we are in the middle of production of a commercial and there is a weird bug around displacements.

    I have 3 characters in the scene. All of them use a soft bercon noise as displacement.
    It works perfectly for two characters, but it always stops at lightcache calculation when I activate the dipl for the third guy.

    This is RTX GPU Rendering on a superfast machine running a RTX4080 (also tried it on another computer with RTX3080ti)
    The problem does not occure in CPU mode (only GPU)

    I have tried a lot of different displacement settings, and naming of the input connections, without any luck.
    Perhaps you could take a look at the scene and hopefully help find the issue
    https://pipe.green-cloud.at/index.php/s/xW5nFnSf9j3rZDc

    thanks a lot
    Martin

    Attached Files

  • #2
    Looks like it's working fine here.

    Rendered on a 3080ti, vray 6.00.03 hotfix 1, maya 2023.3

    Click image for larger version

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    • #3
      thnx for testing - hmmm

      Comment


      • #4
        haha trallala
        it seems to be related to the combination of displacement and the AL shader.
        rendering the three guys with standard MTL or vray fast SSS is no prob.

        but try to apply a AL shader (and turn the SSS mix on) and - badabing badabong - the scene crashes

        very curious me

        (the image shows the guys with standard SSS shader + diplacement)

        Click image for larger version

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        • #5
          yep - this does the trick - going back to good old vrayFastSSS from ALsurface makes the scene render.
          too bad, for I really like the AL material.

          Comment


          • #6
            actually this isnt a happy solution
            the look on the character changes tremendousely, switching from AL to SSS

            I am pretty sure there is a GPU instability in the combination of displacement and the AL shader
            thnx for support

            Comment


            • #7
              Have you tried the translucency ss in the standard vmat?
              I like how easy it is to control.

              https://docs.chaos.com/m/mobile.action#page/66690483
              https://linktr.ee/cg_oglu
              Ryzen 5950, Geforce 3060, 128GB ram

              Comment


              • #8
                thnx Oglu for your reply - yes I use it in combination with blurry refractions, but never as a pure SSS material. As a support for a blurry refraction it is very beautiful, but also very renderheavy. will run a little test on it. thnx

                Comment


                • #9
                  Yes its random walk ss. This should work great.
                  https://linktr.ee/cg_oglu
                  Ryzen 5950, Geforce 3060, 128GB ram

                  Comment


                  • #10
                    +1 on using the translucency in V-Ray's material, it uses Random Walk SSS(multi scatter) and will get you much better results than FastSSS2 or Alsurface(both use a single scatter)
                    You need to set GI bounces in IPR to 16 or use LC in IPR for this to work well

                    RandomWalk is slower than other solutions for now, this is improved in the upcoming update to V-Ray GPU. Uniform mode will be supported on GPU, on average it is 2x faster than the older directional algorithm, plus it gives better results with low poly meshes.

                    About the instability with displacement I will test on my side, as always if you get me a scene, or if I can reproduce on my side I will make sure the issue is solved

                    Best,
                    Muhammed
                    Last edited by Muhammed_Hamed; 13-12-2022, 09:03 AM.
                    Muhammed Hamed
                    V-Ray GPU product specialist


                    chaos.com

                    Comment


                    • #11
                      I like the look!
                      Click image for larger version

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                      https://linktr.ee/cg_oglu
                      Ryzen 5950, Geforce 3060, 128GB ram

                      Comment


                      • #12
                        thnx for your active participation in here.
                        I tried the translucency SSS of the VrayMTL but its giving a to strong refraction on the eyelid, making the pupil shine through.
                        so I sticked to standard FastSSS for this production.

                        attached some render tests with translucency SSS scaling 0,1 0,2 1,0

                        Attached Files

                        Comment


                        • #13
                          Thanks for sharing! I think this depends on geometry. For Random Walk it is best if the surface is water-tight
                          For SSS mode you need to disable refractivity, and use scale and SSS color to control the effect
                          For Volumetric mode, it could be used with refractivity

                          If there is a chance to share this little guy under NDA, I would love to test with. The issue with the eyelid I can make a request for improvement to our developers
                          my Email is muhammed.hamed@chaos.com

                          Best,
                          Muhammed
                          Muhammed Hamed
                          V-Ray GPU product specialist


                          chaos.com

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