- User Since
- Jan 13 2019, 6:00 AM (10 w, 2 d)
Fri, Mar 8
Here's the problem, the adaptive subdivision is being carried out on the first instance only, so that the end of the first instance is low poly, but then it meets back up with the high poly end when it's repeated. Would it be possible to perform the adaptive subdivision as it currently does, but limit the adaptivity to the inner part of the mesh, so that the outmost loop of polygons all get the same number of subdivisions as whatever the highest value on the mesh is (closest to camera).
A fix would probably be to make sure a change in subdivision cant occur where two instances meet.
with seamless texture:
Hi, it's the object, mapping, and noise are identical on both left and right models. This is just an example file, the client file was using a seamless texture from poligon, and the results where the same. No matter how high the subdiv's are increased or how close the camera is, the result is still a visible seam between instances.
normal map works correctly:
texture is seamless between duplicates (see right hand object which has same material minus the displacement).
Feb 17 2019
Jan 31 2019
cool, thanks for letting me know. Looking forward to 2.8 next year!
Jan 29 2019
Jan 28 2019
Jan 23 2019
Ah sorry, it was such bad logic I presumed it must be a bug. Posted in the feedback forum. Apologies.
Jan 19 2019
perhaps it would be possible to have cycles to pause rendering automatically when the gpu becomes unresponsive for system tdr - 1? Maybe throw up a message asking if you'd like to swap to cpu mode, with a remember this decision for future occurances (overideable in the user preferences system tab)
Jan 18 2019
Hi Brecht, you're quite right, I've just checked the system log and it was gpu timeout.