Hi, I have investigated into the issue. So the first problem
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it gets to 0.5 iterations very fast (I set it to 1 iterations to test how it looks at first) and then it struggles to get to 1 iteration on the first frame. |
It looks to be fixed, I don't detect it in the new upcoming version.
As for the other one with glitching I understand now what's going on and it needs to be fixed. So in fact we have a scene glitching.c4d and an object GangutStation.
This object has several selection tags with different referenced materials tags. Some materials have displacement mapping applied, some are not! But because something is with displacement then the whole object is getting tesselated and displaced but selection areas without displacement material get zero displacement value. The issue here is that tesseleated and displaced object surface triangulation and normals are changed compared to original and I think there is some wrong assignment of normals to not really displaced selections. This should be fixed by me. And I think that internally not displaced polygon selections should remain purely original.
Also the other issue here is that when we have several selections for the object then the tesselation settings (edge size, subdivisions, but not the displacement map itself) are taken from displacement settings of the base material tag. Base material tag is the one that has no selection tag refrence and it would be applied to all polygons if selections were not present. It's wrong from my side, because I think we have to get these settings per selecion correctly.
But in this scene case there is no created base material tag and a default one is used with too rough tesselation settings (Edge Size = 2, etc.). And these settings are propagated to all other material tags that reference correct existing selections. Certainly I have to fix this other issue.
Something can be done even now on user side if you create a material tag on the left side of the object tag list without assigning this material tag to any selection. Also add material to this tag with zero constant displacement map, fix the tesselation settings to edge size = 1 or 0.5 and then artifacts poping normals will get reduced a lot.
See this screenshot as an example of settings
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ssjenforcer wrote:
If I render 200 frames then usually only the last 10 or so will still look normal until they change like the first 190 frames have already done.
It has happened multipe times for different scenes, so it might just be for large number of frames.
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I think it's not gamma but some memory corruption bug. I hope it's fixed with the other bugfix changes. During last couple of few hundred frame renders I haven't noticed that, so let's hope the issue will dissapear even in you renders when it' released.