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Some render tests :)
Render tests done on a already made geometry of a rim
User Posts:
I hope you like it, I used corona image for post effects, there is some kind of geometry issue (bias?) issue on the tire thread
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Administrator Posts:
Hi Juan, there seems to be a problem (probably with UV or XYZ mapping). Does it happen when you apply a bump map? Can you please send me a file for test and debug to
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Administrator Posts:
Juan, hi! Let's fix the artifact! E.g. you may look how the UV mapping works if you plug the cntlUVProjection node to diffuse slot of CentiLeo material. In cntlUVProjection you should select the same mapping type as the in the Bitmap which causes the problem. And there we will see what's going on.
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User Posts:
Kirgman
Apologies for my late reply, I've been very busy. I've sent you the scene with textures to your email, material look changed a bit but the bug it's still there. I'm using 3ds max 2018, and by the way I'm unable to save a scene it leads to a crash no matter under what circumstances, it did saves automatically (as recover). I have further feedback and suggestions if you want to hear them. |
Administrator Posts:
Hi Juan, great thanks for file! Nice model btw! I reproduce the problem, there is something wrong either with normals or geometry translation. Investigating it further
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User Posts:
Hello, your welcome. Yeah, the scene is a known scene among automotive render artist. I hope you can find the bug, also when you said you can reproduce the problem, are you talking about the crash? because that bug makes it impossible to work with Centileo on 2018. Cheers
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Administrator Posts:
Hi Juan, I can't yet reproduce the crash, but haven't looked very deep there because I looked on Max2019-Win7 and Max2020-Win10. Will look deeper today, probably wil rework some open/close render staff.
Did you open IPR and couldn't manually save? Or you closed the IPR and it didn't want to save anyway? As for artifact - there is a reason: coplanar triangles in artifact area. For the whole artifact area there are 2 triangles and when secondary rays launch from one triangle they meet the z-fighting problem of the duplicate triangle. Removing unneed triangles (and leaving their duplicates) by user clears the problem. But I prefer to fix it on our part. In current version we workaround this problem analyzing triangle IDs and without ray offset. But sometimes there are scenes with coplanar triangles (like this one) and so we will introduce a ray offset render setting. At first time it will be user defined, later we will do things automatically to reduce this not very nice setting.
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User Posts:
Hey there, were you able to check on the crash error?
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Administrator Posts:
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Administrator Posts:
Still fixing the problem with artifact, not so easy, but hope will progress asap.
CentiLeo Chat:
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User Posts:
Damn, awesome! I appreciate it!
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User Posts:
Hey man!
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Administrator Posts:
Hi Juan! Almost done, it seems the new solution is working, and a couple of more issues were fixed. The reason of delay is that I didn''t want to sacrifice some memory/speed and there were some conflicting pros and cons here and there (as always). Need to test and release, hopefully soon! In days
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User Posts:
hey Kirgman, awesome! I'm glad you managed to solve it, I'm eager to try it! Cheers
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User Posts:
Here's an updated render:
The bug is no longer there, also saving the scene no longer crashes max as well. Thanks!
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Administrator Posts:
Hi Juan, thanks! The wheel is very nice, I like it a lot. However, there are duplicate polygons on that previously problematic area. Now things work well in this area. Currently I am working to fix another (more rare) crash bug which is still there
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