I am working on a very complicated project and this morning I noticed something strange when I use a Quixel 32bit EXR Displacement map (loaded via CoronaBitmap) + CoronaColorCorrect.
When the CoronaBitmap is loaded by itself in the Displacement slot, everything works fine.
When I apply a CoronaColorCorrect on the above Displacement slot, the result is wrong it seems that a lot of the EXR information are clamped.
I attached a fast preview image, on the left the correct result with the Displacement 32bit map alone, on the right the fault result by using CoronaColorCorrect on it.
I am afraid I can’t reproduce this, I’ve tested three different EXR’s from quixel all produce the same displ value. Autobump on/off, 2.5D on/off , screen size/ world size.
Can you share your scene with no materials? What version of Corona you are currently using?
Unfortunately I can’t replicate this as well here in the office. I am really sorry.
The problem appeared to me last Saturday while I was working at home so I need to check that again tonight.
I use the latest build by the way, excuse me for not mentioning this before.
Hi, luckily I as able to reproduce the bug at home.
Probably is this kind of Displacement map got out from Quixel Mixer? I don’t know, without the Corona Color Correction on it, it works fine.
Here is the file (3ds Max 2020), on the left the correct version, on the right with the defect: Microsoft OneDrive
Used the latest Corona daily build.
Please let me know once download it so I can delete it from the cloud.
Hi Dionysios, thanks for the update and for sharing the scene, feel free to delete it from the cloud.
So indeed, there seems to be an issue with this displacement EXR + ccc, we will look into it further and report back if it’s a bug or something different.
One workaround seems to be going to Output rollout of the displacement bitmap and increasing RGB Offset to 3-5 and then adjusting displacement strength in the material manually.
I am working on a very complicated terrain model and I am using a Corona Layered Material with 5 different Displacement maps and masks.
Due to the limitation of the engine to treat differen Dipl. maps in the layred material in the same time, I am using the mix map method so the displacement main strength is set to the main material and all the others are modified by their RGB values. So I need to change the RGB offset and not the RGB level to achieve a correct result?
I wanted to use the Corona Color Correction only for the Displacement amount via the HDR Color value cause I thought would be more precise.
Now that I can’t use that combination I simply use the RGB Level in the Bitmap menu.