Subdivision + displacement test
Really big displacement with 8bit images always shows this stair effect, regardless of resolution. How much it shows to the naked eye depends on how "displaced" the surface is. I guess displacement is best used sparingly and any huge displacement is better modelled in any case, for render speed and efficiency purposes.
- drBouvierLeduc
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- drBouvierLeduc
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Oooh, sweet. Reminds me of that thread at BA's forum (micropoly script & tests).
Now I don't know if this has anything to do with your method, but it sure looks the same.
There's an option to subdivide only what's visible to camera btw (to save memory I presume), but I don't know if that can apply to an unbiased renderer.
Ok I swear I'll never attempt to have some technical discussion ever again !
back to my 3d puppets and stuff.
Now I don't know if this has anything to do with your method, but it sure looks the same.
There's an option to subdivide only what's visible to camera btw (to save memory I presume), but I don't know if that can apply to an unbiased renderer.
Ok I swear I'll never attempt to have some technical discussion ever again !
back to my 3d puppets and stuff.
indeed, Dougal.
Right now I'm pondering whether it would be possible to turn Indigo into some kind of REYES style raytracer, e.g. to abandon shading normals altogether and rely on subdivided triangles to generate sufficiently smooth geometry.
This would be nice because, as you may know, shading normals are a disgusting un-physical hack.
The main problems with this idea are mem usage and rendering performance.
However, quite a lot depends on what kind of subdivision resolution would be required. Anyone have any thoughts on that?
Attached are some tests with only geometric normals (no shading normals)
Right now I'm pondering whether it would be possible to turn Indigo into some kind of REYES style raytracer, e.g. to abandon shading normals altogether and rely on subdivided triangles to generate sufficiently smooth geometry.
This would be nice because, as you may know, shading normals are a disgusting un-physical hack.
The main problems with this idea are mem usage and rendering performance.
However, quite a lot depends on what kind of subdivision resolution would be required. Anyone have any thoughts on that?
Attached are some tests with only geometric normals (no shading normals)
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