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Re: Triplanar mapping / stochastic texturing

Posted: Tue Jan 07, 2020 11:32 pm
by juangea
I've been testing the latest build and I encountered a bug, since you've been touching things related to UV's and OpenCL I wonder if this bug with the Bricks map is related, because it happens with openCL and it mentions TextureMapping3D, if it's not I will create another thread about it:

Code: Select all

PathOCLBase kernel compilation error:
ERROR clBuildProgram[CL_BUILD_PROGRAM_FAILURE]:
<kernel>:9040:57: error: too few arguments to function call, expected 3, have 2
        const float3 P = TextureMapping3D_Map(mapping, hitPoint);
                         ~~~~                  ^
<kernel>:4936:1: note: 'TextureMapping3D_Map' declared here
OPENCL_FORCE_NOT_INLINE float3 TextureMapping3D_Map(global const TextureMapping3D *mapping,
^
<kernel>:1:33: note: expanded from macro 'OPENCL_FORCE_NOT_INLINE'
#define OPENCL_FORCE_NOT_INLINE attribute__((noinline))

Re: Triplanar mapping / stochastic texturing

Posted: Wed Jan 08, 2020 12:00 am
by Dade
I should have already fixed that bug, you just need binaries from the very last sources.

Re: Triplanar mapping / stochastic texturing

Posted: Wed Jan 08, 2020 12:03 am
by juangea
ok, then I imagine tomorrow there will be a new daily build, we are using the one from github from 5 hours ago :)

Re: Triplanar mapping / stochastic texturing

Posted: Wed Jan 08, 2020 6:33 am
by lacilaci
Dade wrote: Wed Jan 08, 2020 12:00 am I should have already fixed that bug, you just need binaries from the very last sources.
So the daily build on github either isn't up to date, or the problem(s) still exists.

here's no uv on OCL:
nouv.jpg
and here on cpu:
nouv_cpu.jpg
notice that both objects show a faint seam on top but opencl version is also weirdly stretched (object is parented to empty and animated)

here's object with UV on opencl:
uv.jpg
and here with uv and on cpu
uv_cpu.jpg
having UV's fix the faint seam on both renders now but opencl still stretches the map weirdly. So right now only rendering on cpu while also having uvs work 100%.

here's the testscene:
test.rar
(3.35 MiB) Downloaded 185 times
I tested daily build from github, downloaded this morning. I also wanted to check build from azure but it says build not found.

Re: Triplanar mapping / stochastic texturing

Posted: Wed Jan 08, 2020 7:55 am
by acasta69
lacilaci wrote: Wed Jan 08, 2020 6:33 am So the daily build on github either isn't up to date, or the problem(s) still exists.
Apparently the build has been uploaded fine, at least the timestamps of the binaries seem correct.

Re: Triplanar mapping / stochastic texturing

Posted: Wed Jan 08, 2020 8:36 am
by juangea
Awesome, we’ll try it in less than an hour :)

Thanks!

EDIT: the build has 14 hours, so theoretically is the same we were using, we are going to re-update it just in case something went wrong with our previous update.

I’ll tell you how it goes and if it works correctly, thanks :)

Re: Triplanar mapping / stochastic texturing

Posted: Wed Jan 08, 2020 10:37 am
by Dade
lacilaci wrote: Wed Jan 08, 2020 6:33 am
Dade wrote: Wed Jan 08, 2020 12:00 am I should have already fixed that bug, you just need binaries from the very last sources.
So the daily build on github either isn't up to date, or the problem(s) still exists.
I should have now fixed this problem too: it was related to using a transformation in triplanar node (it was already working fine without transformation like in my test).

Re: Triplanar mapping / stochastic texturing

Posted: Wed Jan 08, 2020 10:41 am
by lacilaci
Dade wrote: Wed Jan 08, 2020 10:37 am
lacilaci wrote: Wed Jan 08, 2020 6:33 am
Dade wrote: Wed Jan 08, 2020 12:00 am I should have already fixed that bug, you just need binaries from the very last sources.
So the daily build on github either isn't up to date, or the problem(s) still exists.
I should have now fixed this problem too: it was related to using a transformation in triplanar node (it was already working fine without transformation like in my test).
hm. and if you compare my tests cpu with uv VS cpu without uv... is that also affected by transformation? Cause I understand the stretching but there is clearly a difference even on cpu (uv-no uv)

Re: Triplanar mapping / stochastic texturing

Posted: Wed Jan 08, 2020 11:03 am
by lacilaci
Aaand I even ran into an opposite problem.

object that has some uv(although bad one)
objwithuv.jpg
object has no uv(deleted uv's)
objwithoutuv.jpg
this is another pretty bad issue cause what If I want to use UV's for diffuse texture, but my roughness texture I want to have use triplanar.

How can I make sure my triplanar isn't affected by uv's or it's quality.

Re: Triplanar mapping / stochastic texturing

Posted: Wed Jan 08, 2020 11:04 am
by juangea
We just updated the build and the bug I told you is not present anymore :)