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Confirmation for displacement map bug crash


R Reynolds

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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

 

displ_bug_test_chor.jpg

 

Open displ_bug_test.prj

displ_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 view
both models are identical and have displ_bug_test.jpg decaled to both of them as displacement maps
the chor uses sky_small.jpg for image based global ambience with intensity = 100 and occlusion = 100

performing a screen render of grid_test_a from the camera view crashes A:M
to get a successful screen render you can do any one of the following

turn off grid_test_b.mdl in the chor
or
re-set the decal on grid-test_b.mdl to be a bump map
or
re-set global ambience occlusion to 0
or
move grid_test_b.mdl to an X value outside of the span from approx. 350 to 650

displ_bug.zip

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  • Hash Fellow

I tried it and it rendered.

 

RodgerCrash.PNG

 

 

 

 

Then I tried it again and it crashed. :lol: 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.

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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.

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  • Hash Fellow

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.

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...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*

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