Hi,
we are missing sky reflection on phoenix ocean when using rendered camera distorion. Off-screen margin doesn’t help. I thinks it has something to do with phoenix displacement but I’m not sure. It looks like displacement is there and only correct reflection is missing. To replicate this just create an infinite phoienix ocean with some wave displacement and enable camera distortion on vray physical camera, make sure distortion is big enough to see the effect. We are using texture mode and stmap from nuke to distort.
Any tips?
Is the issue resolved if you increase the “Off-screen margin” in the Rendering tab of the Liquid Sim (ocean) object?
Nope as I write above off-screen marging didn’t help. Off-screen margin just extends the ocean plane, without it there will be no ocean, but its there.
Sorry, I’ve missed that. I’ll continue testing.
Did you manage to replicate it?
I just did. It indeed seems to be related to the ̶P̶h̶o̶e̶n̶i̶x̶F̶D̶O̶c̶e̶a̶n̶T̶e̶x̶ ̶a̶s̶ ̶d̶i̶s̶p̶l̶a̶c̶e̶m̶e̶n̶t̶,̶ ̶s̶i̶n̶c̶e̶ ̶i̶t̶ ̶d̶o̶e̶s̶ ̶n̶o̶t̶ ̶h̶a̶p̶p̶e̶n̶ ̶w̶i̶t̶h̶ ̶a̶ ̶r̶e̶g̶u̶l̶a̶r̶ ̶N̶o̶i̶s̶e̶ ̶m̶a̶p̶.
EDIT: Happens with regular Noise maps too.
So its caused as I suspected by different displacement (thus different reflection) outside non-distorted camera flustrum. How can we fix it?
No magic workaround, I’m afraid - what seems to help is manipulating the displacement texture; less tiling and height helps. Otherwise, I’ve logged an issue (internal bug-tracker id: PHI-7535) for developer investigation.
An thats not good. We cannot change ocean texture because its already approved by client. Any chance of quick fix?
Make your camera a little bit wider, render bigger, and crop in comp
We are rendering camera distortion to ged rid of ovescan, so this is way back for us.
Is it not possible to distort the camera in post?
It is but as I said we are rendering distortion to get rid of rendering overscan pixels to save time. We have hundreds of shots and rendering pipeline for rendered distortion so its not ideal to render some shots with overscan and break pipeline because of some bug ![]()
If you use the Max render region(not sure if you can with VFB render region) you can actually set the cropped region to your render resolution and save only the region such that you would end up with the shot cropped to your final resolution as your output (no extra post).
I think I spend over 50% of my time working around bugs and limitations in various pieces of software. Such is the world.
As Dyson (vacuum cleaner Dyson, not physics Dyson) says in his ads, " I just think things should properly."
Good luck.
Cropping in VFB wont solve distortion, but yes if everithing works without issues where is be the fun then.
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 :o
Any news in this topic? Its making our work harder a lot ![]()
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
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.
