I noticed that there is quite big discrepancy between Corona displacement and native displace modifier. If i take two identical flat planes, assign Corona material with displacement to one of them, and subdivide and add displace modifier to another, then on render they both gives almost identical result. But now, if i add noise modifier to both planes or do arbitrary geometry changes, so the planes won’t be flat anymore, then on render they both gives significantly different results. Am i right, that Corona calculates displacement from mesh normals differently than native displacement does? And more importantly, is there a way to make those results to match?
In attached renders, green plane is with Corona displacement and red one is with native displacement.
BUMP! I think this is pretty serious issue, unless there’s other simple way to scatter objects over displaced surface, than to make a copy of that surface with native displace modifier on top. For now, i’m baking Corona displacement in to mesh and use it as scatter surface, but that is a big pain in da ass.
Can you explain your setup? The noise modifier (or other deformation) is below the 3ds max displacement modifier? So the geometry is deformed first, and then 3ds max displacement is added?
Have you tried with the corona displacement modifier?
Also, are you using “use existing mapping” option in the 3ds max displacement modifier?
Ups, i found where problem is. It’s my mistake in scene setup. Thanks for test scene maru, by analyzing it, i was able to understand where my mistake was! :]
Interestingly the only scatter that does this (ForestPack) can’t do it directly either (render-time), but it has sort of ‘precompute’ button that will simulate the disp.