CodeHD wrote: ↑Fri Apr 03, 2020 1:58 pm
In any case, you are saying that depth-AOV only gives the distance between camera and first object intersection?
It is the very same definition of Z-buffer, what else could it be ?
P.S. it is the distance between the image plane (not the camera) and the first object intersection.
No, im talking pixels as screen space. Currently there is screen size parameter but its not in pixels. And it also still divides whole mesh so not adaptive And I'm talking of Blender/Cycles/Corona/whatever, they will produce the same result. If you use 2x2 pixels displacement map, you will get some...
The values do not make sense to me. No matter if if is camera to object, light to object or total sum, the value should get bigger towards the bottom right, not smaller. The units also don't seem to refelct the distances. You are using light tracing only: path.hybridbackforward.enable = 1 path.hybr...
Well.. If I could specify a max edgelength of 1 pixel and not worry about the whole mesh being subdivided like crazy, But if use an image map as displacement map, it should make no difference, the jags should be still there :?: I mean, I assume you need a procedural or vectorial description as disp...
The question is: the memory usage will jump from 2MB to 16MB (and no one care) or it will jump from 100MB to 800MB and people will start to load their guns We just need a warning Message on it. Being a special features it is acceptable to have such sacrifice to do. multiple render in one this is aw...
So a simple test on a tire. A 6K displacement map and 33M triangles using ~50% of Vram and yet I still see some bad jagged edges on the tire. This is a consequence of both using an image map (i.e.pixels are jagged by definition) and a regular subdivision grid but, as far as I know, it is normal. Do...
When mesh is displaced, it shows at random points some break ups, even when it's not at UV seam. Annotation 2020-04-03 111019.jpg can something be done about it? here's the testscene with object and disp. map Downloads.zip There is something very strange going on in this scene, I have the feeling i...
In the hall bench scene, the VRAM usage is: - without cache: 1029 MiB - with cache: 1031 MiB Are you sure ? I mean, if I can ignore the "additional memory problem" I can easily add the support for light groups (storing 8 x 3 floats values instead of 3 float, max. light group count x RGB i...
It may be a bit stretched but anyway: * Define transmitters (TXs) and receivers (RXs) nodes. I guess TXs are equivalent to light sources and RXs to cameras, but I would need 360° cameras. Also, TXs and RXs should be points with no size Point light sources and environment camera (a 360 panoramic came...