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Deforming a Seascape surface
#1
I have a really nice, choppy looking sea, and I am putting larger swells into it using a Wave modifier. The surface deforms as predicted, but when I go to render it I get THIS!:

Assertion Error Information:

In file:'osmeval.cpp'

Line:1768

Is this Dreamscape or MAX? I'll post to discreet too.

Please help, its quite frustrating to get what you want in the preview and then not be able to render it.

Todd
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#2
Hi Todd,

This is a 3ds max message.
Can you please send us this scene for checking ?

Thanks

Kresimir
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#3
Hi,

I've come up against the same error recently, but it seems to be sporadic, but affects any modifiers on top of Seasurface, e.g. FFD warps, waves, ripples

Was there any progress on this?

Thanks,

Steve
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#4
It seems that this problem shows up because of SeaSurface's adaptivness and different number of faces per frame.

We will look into this for next update.

Regards,

Kresimir
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#5
Hi Kresimir,

thanks, so in theory it shouldn't happen on a fixed mesh? I'll have to give it a try.

If it is OK for non-adaptive meshes, it would be useful as a workaround to have a third option where the mesh looks like an adapative mesh, i.e. it flares out from the end of the sea to fill the distant areas, but remains fixed from that first frame.

Obviously this will be only useful for cameras that don't move too much, but it should be a bit quicker regarding viewport update than the current adaptive mesh, and also, possibly avoid this crashing problem.

Thanks,

Steve
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#6
I thought I'd just post this which might help anyone with similar problems.

I have had problems with simple mesh as well as adaptive once a modifier is added.


However, Vray seems to be a bit more forgiving over this crash except...

Motion blur is a problem.

Vray (3D) motion blur crashes, as does a render effect IMB.

What's strange is that even writing out an RPF with velocity channels crashes VRay.

If you need motion blur (likely), I would suggest the re-vision motion blur plugin, though I'm not sure how well it would track motion on something like an ocean.

Alternatively, camera motion blur works fine, but you've obviously got the speed penalty. However it may get someone out of a hole.

BTW One of the plus points of using Vray is that you can use the displacement modifier if you need specific extra detail on the mesh.


Cheers

Steve
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#7
Just an update for anyone who has similar problems.

It basically boils down to motion blur.

Most renderers seems fine with it. as long as you don't have motion blur turned on (either object/3D, IMB, or as a render effect)

Unfortunately, as I mentioned, even writing out a velocity channel through render elements, or RPF format makes DS unhappy.

It does not seem to matter if the mesh is a simple mesh or adaptive.

If you do require motion blur, scene motion blur via camera should work, although you will take a severe rendertime hit. The other option is to possibly use something like Re:Vision motion blur, but I'm not sure how successful that would be on a deforming mesh like an ocean.

Is there any ETA on a fix for this Kresimir?

Thanks,

Steve
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#8
Hi Steve,

We're all working on it right now.
I'll post our findings here.

Kresimir
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#9
Great. thanks for the update Kresimir.

Cheers

Steve
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#10
That bug is fixed.
If anyone needs it, please send me an email at mailto:kresimir@afterworks.com along with your DreamScape SN# or Sitni Sati members area login name and I'll send DreamScape.dlr to you.

Regards,

Kresimir
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#11
I've just tested it on a scene that was crashing before and it's working fine - also Vray 1.5 3D motion blur seems to work OK as well.

I'll continue testing over the weekend, and I'll report back if there are any problems, but it all looks good so far.

Thanks,

Steve
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#12
well, it's looking great so far - not had a single crash.

I've also been testing it with a Vray displacement modifier on top of the sea surface, using the foam map to create more detailed displacement.

That's looking very promising - especially if you need to get close to the water.

Thanks for sorting that bug out, it has really made life a lot easier on my current job.

Cheers

Steve
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#13
Don't forget to post some of your great animations, Steve!
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#14
Hi Don,

No probs, I'll post something in the next couple of days.

Cheers

Steve
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#15
Cool!
Preferably more than just a few seconds...
Big Grin
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#16
Heh, well I wouldn't get your hopes up

To be honet, the displacement thing is very subtle, especially on clear water.

I think you would notice it more on something silty.

I'm not even sure how much use the displacement will be for this particular job, since it's all quite large volumes of water. Maybe some bubbling stuff but that's about it.

The main problem I'm having is that grey area between Realflow/Glu3D type fluid dynamics and what Dreamscape does best.

I've got to do a structure rising out of the water, so a lot of the spray is going to be particles, but trying to get that blend between the water and the spray is the trick, since a dreamscape sea can't 'break'.

Cheers,

Steve Big Grin Big Grin Smile
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#17
Hi,

I've found a problem with World Space Modifiers and Sea Surfaces (I think it's only the adaptive sea though)

If you use a WSM like ripple or noise spacewarp on an adaptive seasurface, it does not render correctly - it's like you're viewing it from a different camera.

You can see the front edge of the sea, and the FOV.

When it renders, the viewport then changes to reflect the error, but if you toggle the modifier off and on, it resets to how it should look, but it seems to be impossible to render it that way.

Thanks,

Steve
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#18
Hi Steve,

Thank you for bug report.
I will fix that and send you an update ASAP.

Regards,

Kresimir
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#19
Hi Kresimir,

great thanks - apart from that bug with WSMs the new build is working fine.

Cheers

Steve
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#20
Hello,

I did run a test here on a HazySea example scene.
I was using a Ripple SW with all amplitude params. set to zero and it render the same as without modifier.
If you have a simple scene, can you please send it to me so I can tak a look at it ?

Thank you,

Kresinit
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