IRAY-I've been playing with displacement but...

jaebeajaebea Posts: 454
edited August 2015 in Daz Studio Discussion

I have run into a problem I can't figure out.  This is a park setting.  It originally had the fabulous displacement grass shader but, of course, we know it doesn't work in Iray.  I have been running some experiments using suggestions that some here in the forum have made (ie, Sub D displacement level).  I am liking what I am seeing, however, I am getting an odd little artifact.  I posted the left and right corners of the park.  What look like little white flowers...or white taco chips... in the grass, are not supposed to be there.  It seems like the higher my SubD level is, the more of those little chips appear.  I matched the SubD level to the number of horz/vert tiles of the texture.  That way the displacement matches the texture.  I went into Filtering in the Iray tab and made sure the Firefly filter was on.  But nothing I have tried makes them go away.  Any suggestions/ideas?

 

IRAY with grass.jpg
1400 x 788 - 1M
IRAY with grass2.jpg
1400 x 788 - 1M
Post edited by jaebea on

Comments

  • mjc1016mjc1016 Posts: 15,001

    What is the ground plane, to begin with?

    How many polys does it have?

  • jaebeajaebea Posts: 454

    Ground has 112 polys.

  • ToborTobor Posts: 2,300

    I'd wager the taco chips are vertices. They seem to follow a pattern in which way they are pointing, depending on the warping of the ground..

    Even if you can't solve this for the map and geometry you are using, it would take all of 30 seconds to correct it in Photoshop.

     

  • jaebeajaebea Posts: 454

    Very true Tobor, if I was using the scene as a single frame, however, this park scene is the opening for a music video I am animating.  But I think they look enough like little baby morning glory flowers that I may get away with keeping them in the scene.  Otherwise, I would have to go in and edit over 300 frames.

  • ToborTobor Posts: 2,300

    Have you tried increasing the geometry of the plane? Of course that may hurt your render times.

    You can always create your own ground planes, and morph them with D-formers. This would give you the benefit of picking a mesh resolution that's high enough to eliminate the taco chips, but low enough to make sense when rendering. The geometry of D|S planes are quads, rather than triangles, so that might help also.

     

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