R Reynolds Posted October 9, 2017 Share Posted October 9, 2017 I've discovered a bug that crashes A:M v19.0 on my Win10 machine under very specific circumstances. Before I submit a bug report, I'd appreciate someone to check my work to make sure I'm not missing something. All required files should be in the zip file including the following image showing the chor layout (top view). Thanks Open displ_bug_test.prjdispl_bug_test.cho shows grid_test_a.mdl within the camera's field of view while grid_test_b.mdl, located at X=550, is outside the camera's viewboth models are identical and have displ_bug_test.jpg decaled to both of them as displacement mapsthe chor uses sky_small.jpg for image based global ambience with intensity = 100 and occlusion = 100performing a screen render of grid_test_a from the camera view crashes A:Mto get a successful screen render you can do any one of the followingturn off grid_test_b.mdl in the chororre-set the decal on grid-test_b.mdl to be a bump maporre-set global ambience occlusion to 0ormove grid_test_b.mdl to an X value outside of the span from approx. 350 to 650 displ_bug.zip Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted October 9, 2017 Hash Fellow Share Posted October 9, 2017 I tried it and it rendered. Then I tried it again and it crashed. I'm using a beta version of v19c. You'll want to save and include a .pre file to identify all your render settings so that Steffen is duplicating them when he runs it. Also mention that I only got the crash the second time after loading. Quote Link to comment Share on other sites More sharing options...
Guest Posted October 12, 2017 Share Posted October 12, 2017 include a .pre file to identify all your render settings Sweet biscuits! You try to eliminate every possible variable to make Steffen's job easier and then I forget render settings. Thanks Robert. Quote Link to comment Share on other sites More sharing options...
Bobby Posted October 13, 2017 Share Posted October 13, 2017 please try more percent (not sure because I still on v.15)and my tested, how many patches for displacement map. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted October 13, 2017 Hash Fellow Share Posted October 13, 2017 please try more percent (not sure because I still on v.15) and my tested, how many patches for displacement map. The displacement map effect is mostly independent of the patch density. One patch will work as well as 900. Quote Link to comment Share on other sites More sharing options...
Fuchur Posted October 13, 2017 Share Posted October 13, 2017 ...since a few versions... but I think v15 should already have subpixel-displacement. What will make a noticeable difference is the resolution of the displacement-map and using for instance a EXR-texture (32bit per channel) instead of a TGA (8bit per channel). Best regards *Fuchur* Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted October 13, 2017 Hash Fellow Share Posted October 13, 2017 It's interesting that the results are not completely identical but i don't have an explanation. Quote Link to comment Share on other sites More sharing options...
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