Ocean and near view

Hello !

Great update with this ocean tool. It’s pretty impressive !

Looks like there is an invisible near clipping plane.

Do we have any control on it ?
You can see, my 2 camera positions are nearlly close.

-pingus-





this is a known issue, it’s because the displacement, it moves the points initially outside the frustum to positions where they are visible.
perhaps we have to rework the surface construction to give in account the displacement texture, but this is relatively hard and for now you have to beat this tweaking your camera and texture settings.
your black areas are very large, and this means you have long waves and your sharpness is too high. for static images you can just change the texture seed, but for animations you have to find proper values.

edit: see my answer here, your problem is the same

Hey

I up this post.

I’ve got the same probleme when the camera is like a Top vue.
I’ve tryed with nightly build too.
I attach a file so you can check at it if you.

Still no trick to resolve this king of issues ?

Thanks !
Ocean_bug.zip (1.98 MB)

this issue is still not fixed. i hope it will be fixed for the official release of 2.2

I was wondering : won’t it be possible de compute the displacement from a second camera witch has a saffer point of vue ? (a bit like a camera map workflow, or a forest back clipping)

well, why to spend efforts implement such a workaround, when we can just fix the problem?

well we went into production with Ocean and now we’r facing this bug so many times… i’m wondering if this was a good idea, and i’m looking for a tricks to continu foward
Obviously fixing the issue is the proper solution, but sometimes we need to get around problems

yes, this is very annoying problem. for now i would recommend to make a patch for the holes and to add it in post. you can create the patch using small plane and vray displacement with the same texture. for some reason the ocean sharpness must be twice lower when using vray displacement.
or just make a fast test rendering and if there are holes try to change the texture seed. for cases when only one or two holes appear in the entire animation, this may help.

i’m just wondering if this was resolved. we have a very wide angle camera on a shot and though the first frame renders well, the entire animation shows the clipping issue when render in ocean mode. i guess we could render overscan however it’ll be more load on the farm. Thx!

Hello, there were several fixes for this, but still there are some cases when we hear it happens, probably it’s something to do with the camera. Is it possible to drop the scene to support@chaosgroup.com (I’d guess that stripping everything but the simulator and the camera will still reproduce the issue).

those look great. Id love to see the animated versions

Hi Svetlin,

We’ve sent a scene file to support. Thx again.

i think this is a different issue, lack of mesh update, it was fixed (or at least i think so) two days ago.

we’ll take a look. amidst the ripples-phasing question, we now have the latest update and will check our last render for culling - maybe it was tied in with the env checkbox being off? thx Ivaylo.

it looks resolved - thanks a ton.