Author Topic: 2.5d Displacement Playground!  (Read 3359 times)

2019-10-11, 17:41:22
Reply #45

peterguthrie

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I AM IMPRESSED!!!!!

It seems you need slightly smaller pixel size to get the same quality, but the speed and ram savings are huge. Well done guys!

(both tests without autobump, we never use it)

2019-10-11, 17:58:21
Reply #46

rowmanns

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Btw, is there a way to upload images that use your comparer tool?

AFAIK only we can add images to the comparer tool. If you have some you'd like to see in the comparer which demonstrates the new displacement let me know.

Cheers!
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2019-10-11, 18:25:57
Reply #47

TomG

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We used to use Juxtapose before we had our own internal one, if that's any help - https://juxtapose.knightlab.com/

2019-10-13, 18:16:01
Reply #48

Mohammadreza Mohseni

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Huge lifesaver feature, I have been waiting for this kind of feature for a long time.
really amazing guys... just like Peter said, well done and thank you.

Here is my comparison in a real-world scene that I have been working on to test the new feature in the real-world situation...
I have tested Corona 4 with old displacement with and without Auto Bump in comparison with Corona 5 with 2.5D new displacement with and without Auto Bump feature...
I have set a noise level limit of 5.0 to all tests so I can compare the render time.

in Corona 4 with 0.5px I have got low on ram(I have got 64GB Ram on my system) warning both with and without the auto bump. and render time was near with auto bump it was 38min and without it 33min.
in Corona 5 I have no issue with ram in any way... huge step up. and parsing time was actually decreased which is awesome.

« Last Edit: 2019-10-13, 18:24:50 by Mohammadreza Mohseni »

2019-10-14, 09:16:17
Reply #49

maru

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Huge lifesaver feature, I have been waiting for this kind of feature for a long time.

I AM IMPRESSED!!!!!

Thanks so much for testing! Your reactions make us happy. :)

2019-10-15, 00:17:27
Reply #50

marchik

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Thanks so much for testing! Your reactions make us happy. :)

This feature is game changer for exterior stuff where are always a lot of things like ground, rocks, cobblestone) you save me a lot of nerves and time)) thanks you guys for implementing this!<3 It remains to add a geopattern and shader with a coat and sheen and we are done.

2019-10-15, 12:28:47
Reply #51

SairesArt

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Here is my comparison
Very good info, thanks :]
But how on earth is 2px + Autobump slower than 0.5px without autobump O.o

Also, if autobump generates bump information from the displacement texture, doesn't that mean that the normal map and / or bump map is irrelevant?

2019-11-06, 11:53:06
Reply #52

maru

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2019-11-08, 10:37:23
Reply #53

Frood

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Providing my test scene here I created during dailies. If you want to print the used values into the render stamp you just need to execute the CoronaCustomRenderstamp once, it's inside the attached archive.


Good Luck


Never underestimate the power of a well placed level one spell.

2019-11-08, 17:42:14
Reply #54

maru

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Providing my test scene here I created during dailies. If you want to print the used values into the render stamp you just need to execute the CoronaCustomRenderstamp once, it's inside the attached archive.


Good Luck

Is this some sort of bug report?

2019-11-08, 18:01:06
Reply #55

Frood

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Just a scene to play with displacement quickly. However

I was for example not able to get rid of those regular artifacts along displaced edges, even with pixel size 1.

is maybe something I'd like to know how to solve, but no bug report at all.


Good Luck



Never underestimate the power of a well placed level one spell.

2019-11-30, 03:56:06
Reply #56

cjwidd

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Recently did some tests with 2.5 displacement and I was not able to achieve exact visual parity out-of-the-box.

The previous version of the scene used legacy displacement with 1.0 pixel size. The scene was updated to 2.5 displacement with .667 (default) pixel size. Displacement height was not adjusted.

To be sure, the difference is *minuscule* but visible.

Is there a conversion factor in terms of pixel size or displacement height (intensity) to match the 2.5D displacement with legacy displacement exactly?

2019-12-01, 21:20:34
Reply #57

tallbox

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I have noticed some "ghost" displacement, which is produced by the DR in conjunction with shadow catcher material.
Architectural Visualizations / Deep work practitioner
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2019-12-02, 15:42:05
Reply #58

rowmanns

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I have noticed some "ghost" displacement, which is produced by the DR in conjunction with shadow catcher material.
Hey,

Can you send over your scene or a simplified version please?

Rowan
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2020-01-14, 01:37:07
Reply #59

Tanakov

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Hello,

So 2,5D Disp vs Regular

for me in this and many similar circumstances is unusable.
Corona since 2014.06.02
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