Fu Line in SphereMap when trilinear or anisotropic filtering

Moderator: Chad

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Chad
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Line in SphereMap when trilinear or anisotropic filtering

#1

Post by Chad » Sat Sep 12, 2015 2:58 pm

Fusion version:
8.0 build 16
OS and version:
Windows 8.1
Additional relevant system info:
K6000 347.88
Description of the bug:
Unfiltered line visible for SphereMap though middle of texture when OGL filter is Trilinear or Anisotropic. Line is in fragments, not texels.
Severity (Trivial, Minor, Major, Critical)
Major
Steps to reproduce:
Set Spheremap filter mode in OGL to trilinear or anisotropic
Please, if possible, provide a Fusion setup to help demonstrate the behaviour, either as an attachment or between code tags:

Code: Select all

{
	Tools = ordered() {
		SphereMap1_1 = SphereMap {
			CtrlWZoom = false,
			Inputs = {
				Rotation = Input { Value = 1, },
				["FilterMode.Nest"] = Input { Value = 1, },
				["FilterMode.GL.LowQ"] = Input { Value = FuID { "Trilinear", }, },
				["FilterMode.GL.HiQ"] = Input { Value = FuID { "SAT", }, },
				Image = Input {
					SourceOp = "Plasma2",
					Source = "Output",
				},
				MaterialID = Input { Value = 14, },
			},
			ViewInfo = OperatorInfo { Pos = { 4070, -511.5, }, },
		},
		Plasma2 = Plasma {
			Inputs = {
				Width = Input { Value = 64, },
				Height = Input { Value = 64, },
				["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2", }, },
			},
			ViewInfo = OperatorInfo { Pos = { 3960, -511.5, }, },
		},
		Shape3D1_28 = Shape3D {
			Inputs = {
				["Transform3DOp.Rotate.Y"] = Input { Value = 90, },
				["Transform3DOp.Rotate.Z"] = Input { Value = 90, },
				MaterialInput = Input {
					SourceOp = "SphereMap1_1",
					Source = "MaterialOutput",
				},
				["MtlStdInputs.MaterialID"] = Input { Value = 1, },
				["SurfaceIcoInputs.SubdivisionLevel"] = Input { Value = 20, },
				["SurfaceIcoInputs.ObjectID.ObjectID"] = Input { Value = 2, },
				["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 1, },
				["SurfaceTorusInputs.ObjectID.ObjectID"] = Input { Value = 4, },
				["SurfaceCubeInputs.ObjectID.ObjectID"] = Input { Value = 3, },
			},
			ViewInfo = OperatorInfo { Pos = { 4180, -511.5, }, },
		},
	},
}

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Chad
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Re: Line in SphereMap when trilinear or anisotropic filtering

#2

Post by Chad » Sat Aug 05, 2017 7:29 pm

Still there in 9 build 13. Also tested with GTX 1080.

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mindmedicine
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Re: Line in SphereMap when trilinear or anisotropic filtering

#3

Post by mindmedicine » Sun Aug 06, 2017 2:21 am

I have same issue in viewport with GTX Titan Z and GTX 690.

However, when rendering in HiQ with SS on, the line disappears. In Fu8.2.1 build 6 and Fu9.0 build 13.

Or am I looking at it wrong?

Code: Select all

{
	Tools = ordered() {
		SphereMap1_1 = SphereMap {
			CtrlWZoom = false,
			Inputs = {
				Rotation = Input { Value = 1, },
				["FilterMode.Nest"] = Input { Value = 1, },
				["FilterMode.GL.LowQ"] = Input { Value = FuID { "SAT" }, },
				["FilterMode.GL.HiQ"] = Input { Value = FuID { "SAT" }, },
				Image = Input {
					SourceOp = "Plasma2",
					Source = "Output",
				},
				MaterialID = Input { Value = 14, },
			},
			ViewInfo = OperatorInfo { Pos = { 495, 214.5 } },
		},
		Plasma2 = Plasma {
			Inputs = {
				Width = Input { Value = 64, },
				Height = Input { Value = 64, },
				["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
			},
			ViewInfo = OperatorInfo { Pos = { 385, 214.5 } },
		},
		Shape3D1_28 = Shape3D {
			Inputs = {
				["SurfaceIcoInputs.SubdivisionLevel"] = Input { Value = 20, },
				["SurfaceTorusInputs.ObjectID.ObjectID"] = Input { Value = 4, },
				["SurfaceIcoInputs.ObjectID.ObjectID"] = Input { Value = 2, },
				["SurfaceCubeInputs.ObjectID.ObjectID"] = Input { Value = 3, },
				["Transform3DOp.Rotate.Y"] = Input { Value = 90, },
				["Transform3DOp.Rotate.Z"] = Input { Value = 90, },
				MaterialInput = Input {
					SourceOp = "SphereMap1_1",
					Source = "MaterialOutput",
				},
				["MtlStdInputs.MaterialID"] = Input { Value = 1, },
				["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 1, }
			},
			ViewInfo = OperatorInfo { Pos = { 605, 214.5 } },
		},
		Merge3D2 = Merge3D {
			Inputs = {
				SceneInput1 = Input {
					SourceOp = "Shape3D1_28",
					Source = "Output",
				},
				SceneInput2 = Input {
					SourceOp = "Camera3D1",
					Source = "Output",
				},
			},
			ViewInfo = OperatorInfo { Pos = { 715, 247.5 } },
		},
		Camera3D1 = Camera3D {
			Inputs = {
				["Transform3DOp.Translate.X"] = Input { Value = 0.660798402164613, },
				["Transform3DOp.Translate.Y"] = Input { Value = -0.820767353540344, },
				["Transform3DOp.Translate.Z"] = Input { Value = 0.0913330129484361, },
				["Transform3DOp.Rotate.X"] = Input { Value = 57.7999992370605, },
				["Transform3DOp.Rotate.Y"] = Input { Value = -250.599990844727, },
				FLength = Input { Value = 18.2123442718302, },
				["Stereo.Mode"] = Input { Value = FuID { "OffAxis" }, },
				FilmBack = Input { Value = 1, },
				FilmGate = Input { Value = FuID { "HD" }, },
				["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 2, },
				["MtlStdInputs.MaterialID"] = Input { Value = 6, },
			},
			ViewInfo = OperatorInfo { Pos = { 605, 247.5 } },
		},
		Renderer3D1 = Renderer3D {
			CustomData = {
				ToolVersion = 1,
			},
			Inputs = {
				Width = Input { Value = 2100, },
				Height = Input { Value = 1080, },
				["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
				SceneInput = Input {
					SourceOp = "Merge3D2",
					Source = "Output",
				},
				RendererType = Input { Value = FuID { "RendererOpenGL" }, },
				["RendererOpenGL.Channels.Nest"] = Input { Value = 1, },
				["RendererOpenGL.Channels.RGBASS"] = Input { Value = 1, },
				["RendererOpenGL.LightingEnabled"] = Input { Value = 1, },
				["RendererOpenGL.ShadowsEnabled"] = Input { Value = 1, },
				["RendererOpenGL.Texturing"] = Input { Value = 1, },
				["RendererOpenGL.TextureDepth"] = Input { Value = 4, },
				["RendererOpenGLUV.LightingEnabled"] = Input { Value = 1, },
				["RendererOpenGLUV.ShadowsEnabled"] = Input { Value = 1, },
				["RendererSoftware.Channels.Nest"] = Input { Value = 1, },
				["RendererSoftware.LightingEnabled"] = Input { Value = 1, },
				["RendererSoftware.ShadowsEnabled"] = Input { Value = 1, },
			},
			ViewInfo = OperatorInfo { Pos = { 935, 247.5 } },
		}
	}
}

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Chad
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Re: Line in SphereMap when trilinear or anisotropic filtering

#4

Post by Chad » Wed Aug 09, 2017 2:43 pm

It happens in fragment space, so if you supersample, the artifact gets blended away. It's still there, just 1/64th as strong or whatever, depending on the filter and SS rate.

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SecondMan
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Re: Line in SphereMap when trilinear or anisotropic filtering

#5

Post by SecondMan » Tue May 14, 2019 12:59 am

Still there in Fu16 build 24...