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Displacement in Storm leads to cracked surface #3248
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Filed as internal issue #USD-10020 |
@hybridherbst You're correct that we did fix this for HgiGL (and it still works correctly there), but there are additional fixes needed for HgiMetal which has a different shading pipeline than GL and Vulkan. |
pixar-oss
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Sep 14, 2024
The PTVS shaders process a triangulated quad as a six vertex patch representing the vertices of the original quad split into two triangles with a vertex sequence of v0,v1,v2, v2,v3,v0. To correctly interpolate vertex and varying primvar we need to sample primavar values at the corners of the quad which correspond to the triangulated quad vertices with indices: 0,1,2,4. Also, fixed the order in which vertices are passed to the PTVS quad and tri-quad primvar interpolation methods. Fixes #3248 (Internal change: 2340457)
pixar-oss
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Sep 14, 2024
Added tests for vertex and varying texture coordinates being used for displacement along with updated baseline images for faceVarying. The handling of primvar data used to access displacement can be different than the handling of primvar data used to access other material parameters because displacement is executed upstream of rasterization, i.e. in the GS or PTVS shader stages while other material parameters are typically accessed in the FS. Also, adjusted the lighting used in the tests so that the baseline images are not as dark as they have been previously. Fixes #3248 (Internal change: 2340461)
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Description of Issue
I believe this is a regression if this related issue actually was fixed in the past:
When using a file with displacement, while the result looks correct when tesselation is set to "Low", the result does not look correct anymore when tesselation is set to "Medium", "High", "Very High".
| Complexity | Result |
| - | – |
| Low | |
| High | |
Steps to Reproduce
The text was updated successfully, but these errors were encountered: