[REQ] Holy crap, microdisplacement.
[REQ] Holy crap, microdisplacement.
http://www2.nextlimit.com/newsletter/su ... tipak6.jpg
http://www2.nextlimit.com/newsletter/su ... y_disp.jpg
http://www2.nextlimit.com/newsletter/su ... su6oa0.jpg
I know you already know, Ono.
Damn though.
Fryrender and Maxwell have nice microdisplacement.
So the obvious thing to do is copy their feature set exactly.
http://www2.nextlimit.com/newsletter/su ... y_disp.jpg
http://www2.nextlimit.com/newsletter/su ... su6oa0.jpg
I know you already know, Ono.
Damn though.
Fryrender and Maxwell have nice microdisplacement.
So the obvious thing to do is copy their feature set exactly.
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yes its cool but.....if u see better......it an only one model and very low resolution....i believe microD is hungry for memory.....and we cant render realy complex scenes....im not exited about this....we need supercomputers or an differend algorithm more memory efficient!
i hope when(if) MicroD is developed in indigo are economic in memory!
i hope when(if) MicroD is developed in indigo are economic in memory!
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If you want fast render times, then you're on the very wrong siteCoolColJ wrote:C4D r10 has sub-poly displacement, it looks nice at high sub-divisons, but man render times slow way down when using global illumination!
I've been using vray displacement for years now. Render times are reasonable if you don't overuse it.
http://zsouthboy.com//displayimage.php?pos=-179
I could have just exported the floor as a simple, 256x256 texture.
I could have just exported the floor as a simple, 256x256 texture.
Displacement would really make sense if procedural textures are to be plugged into Indigo, remember these clouds test ? Yummy ! Or you need high rez textures.
And a screen size based approximation (for meshes) is fine, with partial (dynamic) loading of mesh so ram is saved !
That's amazing how easy it is to say
And a screen size based approximation (for meshes) is fine, with partial (dynamic) loading of mesh so ram is saved !
That's amazing how easy it is to say
obsolete asset
Re: [REQ] Holy crap, microdisplacement.
Sorry if I'm annoying but Maxwell displacement it is not microdisplacement.zsouthboy wrote: ...Maxwell have nice microdisplacement.
So the obvious thing to do is copy their feature set exactly.
And is not at all memory eater because, they say, it is based on triangles.
And as Indigo user, I would like Ono to go beyond...
Sub-Poly Displacement in C4D works by doing a subdivision of the mesh, determined by the subpolylevel & triangulating it.CoolColJ wrote:C4D r10 has sub-poly displacement, it looks nice at high sub-divisons, but man render times slow way down when using global illumination!
a 1 Polygone Plane having a Noiseshader in the center using a subpolylevel of 5 looks this like:
So a a level 5 subdivision transforms this 1 polygone into 2048 triangles
So poor castrated Otto II in Cinema having 8294 polygones becomes a
~ 17 Million Triangle Monster if you want to use a displacement Map just for his eyebrows @ lvl 5
(level 5 polys x 1024, level 4 polys x 256, level 3 polys x 64, level 2 x 16, level 1 polys x 4)
after subdivision they all get triangulated!
The extra Polys need more sample points for GI, so it takes longer (if geometry is alternated != flat).
I hope is Indigo gets displacement someday, it only subdivides the part of the mesh, that needs it!
polygonmanufaktur.de
Re: [REQ] Holy crap, microdisplacement.
What is Maxwell doing then?Ricky wrote:Sorry if I'm annoying but Maxwell displacement it is not microdisplacement.zsouthboy wrote: ...Maxwell have nice microdisplacement.
So the obvious thing to do is copy their feature set exactly.
And is not at all memory eater because, they say, it is based on triangles.
And as Indigo user, I would like Ono to go beyond...
These pictures and this quote are from a email newsletter (http://www2.nextlimit.com/newsletter/su ... sum07.html) I got from them a couple days ago:
This update will bring the long-awaited Maxwell displacement. Next Limit’s proprietary displacement method goes a step beyond micro poly displacement (MPD). One of its main advantages is that even very fine or large displacements require very little extra memory. For example, you can easily create very sharp, fine details, something that would be difficult to do with MPD without using hundreds of megabytes of ram. Maxwell’s displacement uses a new technology which is not triangle-based (which increases memory usage); the only limit is the detail in your displacement map.
Hmmm results are nice, but what about the numbers??? how much RAM needed instead of previous technique etc ??
The displacement to City Example is quite nice, but totally lame if you think a little longer about it!
The displacement Texture is a DepthMap from the model of the cityscape,
so to get such a displacement map, you have to model the whole stuff first...
Why do I need a displacement Map if I just have the Model done???
Also imagine how to put a texture on this Baby?????!
Here an example from the c4dboard.com Forum, the rendering was done by johannes aka shirocco:
the source DispMap (some bad jpg compression) you can try this using your favorite 3D renderer:
The displacement to City Example is quite nice, but totally lame if you think a little longer about it!
The displacement Texture is a DepthMap from the model of the cityscape,
so to get such a displacement map, you have to model the whole stuff first...
Why do I need a displacement Map if I just have the Model done???
Also imagine how to put a texture on this Baby?????!
Here an example from the c4dboard.com Forum, the rendering was done by johannes aka shirocco:
the source DispMap (some bad jpg compression) you can try this using your favorite 3D renderer:
polygonmanufaktur.de
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