Microdisplacement; adaptive dicing introduces interpolation errors in the rendered view #49048

Closed
opened 2016-08-08 20:51:55 +02:00 by Adam Friesen · 8 comments

System Information
Win10 64 bit; 24 gigs RAM; third-gen i7 CPU; ATI 79xx GPU

Blender Version
Broken: hash a0c1876
Worked: never

Short description of error
When you enable the rendertime dicing in the subsurf modifier (for displacement), the rendered view will show interpolation errors between the various patches (the F12 render meanwhile seems to be relatively unaffected). This also does not happen when displacement is being used without dicing.

Exact steps for others to reproduce the error
Open the .blend file and switch to the rendered view

image
Microdisp_bug1.jpg

blend
MicroDispBug1.blend

**System Information** Win10 64 bit; 24 gigs RAM; third-gen i7 CPU; ATI 79xx GPU **Blender Version** Broken: hash a0c1876 Worked: never **Short description of error** When you enable the rendertime dicing in the subsurf modifier (for displacement), the rendered view will show interpolation errors between the various patches (the F12 render meanwhile seems to be relatively unaffected). This also does not happen when displacement is being used without dicing. **Exact steps for others to reproduce the error** Open the .blend file and switch to the rendered view **image** ![Microdisp_bug1.jpg](https://archive.blender.org/developer/F334362/Microdisp_bug1.jpg) **blend** [MicroDispBug1.blend](https://archive.blender.org/developer/F334364/MicroDispBug1.blend)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @Ace_Dragon

Added subscriber: @Ace_Dragon
Mai Lavelle self-assigned this 2016-08-08 22:30:17 +02:00
Member

This is a limitation of the subdivision code, which currently doesn't preserve adjacency info for patches and thus cant generate proper normals at patch boundaries. This is only a problem when the "true" displacement method is used, as "both" will calculate normals from bump mapping and doesn't need adjacency info. This should also not be noticeable if the dice rate is high enough (1 micropoly per pixel) as then the artifacts become too small to see.

This will be fixed eventually, but I haven't decided how best to handle it yet.

This is a limitation of the subdivision code, which currently doesn't preserve adjacency info for patches and thus cant generate proper normals at patch boundaries. This is only a problem when the "true" displacement method is used, as "both" will calculate normals from bump mapping and doesn't need adjacency info. This should also not be noticeable if the dice rate is high enough (1 micropoly per pixel) as then the artifacts become too small to see. This will be fixed eventually, but I haven't decided how best to handle it yet.

Added subscriber: @brecht

Added subscriber: @brecht

Marking this as a To Do item since this will still be an experimental feature in 2.78.

I guess this is somewhat similar to #49049 where averaging positions rather than normals could help.

Marking this as a To Do item since this will still be an experimental feature in 2.78. I guess this is somewhat similar to #49049 where averaging positions rather than normals could help.
Brecht Van Lommel changed title from Exp. Microdisplacement; adaptive dicing introduces interpolation errors in the rendered view to Microdisplacement; adaptive dicing introduces interpolation errors in the rendered view 2016-08-24 20:37:12 +02:00
Mai Lavelle was unassigned by Brecht Van Lommel 2018-01-25 08:34:46 +01:00

Added subscriber: @MaiLavelle

Added subscriber: @MaiLavelle
Member

Fixed by 697fd8650

Fixed by 697fd8650
Mai Lavelle self-assigned this 2019-08-27 20:32:26 +02:00
Member

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#49048
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