[REQ] Holy crap, microdisplacement.

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zsouthboy
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[REQ] Holy crap, microdisplacement.

Post by zsouthboy » Sat Aug 04, 2007 2:11 am

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.


:D

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Post by BbB » Sat Aug 04, 2007 2:26 am

I very much second this!!!

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deltaepsylon
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Post by deltaepsylon » Sat Aug 04, 2007 7:09 am

umm... looks very nice, but what exactly is microdisplacement? is it what allows them bumpy things on the cloth image?

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suvakas
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Post by suvakas » Sat Aug 04, 2007 8:52 am

wow.. those example images are stunning.

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Kosmokrator
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Post by Kosmokrator » Sat Aug 04, 2007 8:36 pm

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!
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CoolColJ
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Post by CoolColJ » Sat Aug 04, 2007 11:43 pm

C4D r10 has sub-poly displacement, it looks nice at high sub-divisons, but man render times slow way down when using global illumination! :shock:

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suvakas
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Post by suvakas » Sun Aug 05, 2007 12:18 am

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! :shock:
If you want fast render times, then you're on the very wrong site :wink:

I've been using vray displacement for years now. Render times are reasonable if you don't overuse it.

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Post by BbB » Sun Aug 05, 2007 2:12 am

A simple Blender displacement. The scene isn't too big and it renders fine (it's a 4K texture), but it's Blender that struggles at this level of subdivision.
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zsouthboy
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Post by zsouthboy » Sun Aug 05, 2007 2:47 am

http://zsouthboy.com//displayimage.php?pos=-179

Image

I could have just exported the floor as a simple, 256x256 texture.

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CTZn
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Post by CTZn » Sun Aug 05, 2007 7:35 am

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 :P :D
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Ricky
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Re: [REQ] Holy crap, microdisplacement.

Post by Ricky » Sun Aug 05, 2007 8:11 am

zsouthboy wrote: ...Maxwell have nice microdisplacement.

So the obvious thing to do is copy their feature set exactly.
Sorry if I'm annoying but Maxwell displacement it is not microdisplacement.
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... :D

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Zom-B
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Post by Zom-B » Sun Aug 05, 2007 9:28 am

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! :shock:
Sub-Poly Displacement in C4D works by doing a subdivision of the mesh, determined by the subpolylevel & triangulating it.
a 1 Polygone Plane having a Noiseshader in the center using a subpolylevel of 5 looks this like:

Image

So a a level 5 subdivision transforms this 1 polygone into 2048 triangles :shock:
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 :roll:

(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!
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zsouthboy
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Re: [REQ] Holy crap, microdisplacement.

Post by zsouthboy » Sun Aug 05, 2007 1:18 pm

Ricky wrote:
zsouthboy wrote: ...Maxwell have nice microdisplacement.

So the obvious thing to do is copy their feature set exactly.
Sorry if I'm annoying but Maxwell displacement it is not microdisplacement.
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... :D
What is Maxwell doing then?

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.

Ricky
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Post by Ricky » Sun Aug 05, 2007 2:13 pm

zsouthboy, I have to correct myself, i forgot a "not"... the correct sentence is:
"And is not at all memory eater because, they say, it is not based on triangles. "
So, the same as newsletter...

I'm saying it has got something more than MDP... :D

Ciao,
Ricky

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Zom-B
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Post by Zom-B » Sun Aug 05, 2007 2:26 pm

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:

Image

the source DispMap (some bad jpg compression) you can try this using your favorite 3D renderer:

Image
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