nice'n small^^
hair & fur and (micro)dispacement
/!\
Hi, I'm coming here with the proposal of a compromise:
"At render-time subdivision (aka smoothing)". The <model> tag could have an optional integer value to set the number of iterations of the subdivision.
I think Indigo can now handle high poly counts, more than our common appz can (in real time editing I mean). Being able to export low rez and render high rez would help a great deal in saving time (maybe) and ressources.
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Btw Ono, any chance that Indigo becomes compliant with REYES (well, or similar) ?
See Aqsis features using REYES here, they include micro-polygon displacement:
"At render-time subdivision (aka smoothing)". The <model> tag could have an optional integer value to set the number of iterations of the subdivision.
I think Indigo can now handle high poly counts, more than our common appz can (in real time editing I mean). Being able to export low rez and render high rez would help a great deal in saving time (maybe) and ressources.
------------------------
Btw Ono, any chance that Indigo becomes compliant with REYES (well, or similar) ?
See Aqsis features using REYES here, they include micro-polygon displacement:
A primitive being a triangle AFAIK... that would be it !Sub-Pixel Displacement - The REYES approach allows Aqsis to provide true displacements at the sub-pixel level. Where some other renderers would need densely subdivided geometry to be passed into the rendering pipeline to achieve similar functionality, Aqsis provides this for all primitive types, with no requirement to alter the geometry before it is passed to the renderer.
obsolete asset
I'm focusing on the processing of surfaces here; what's interesting in REYES is the ability to infinitely subdivide a surface (through Catmull-Clark SDS). The object loaded in memory can be a lowpo cage, plus a displacement map (texture). The result would be the highest poly rez imaginable. Objects far from the camera remain at low rez. And AFAIK REYES is about raytracing, but that wasn't my point 
Thanks for reading !
Thanks for reading !
obsolete asset
That's it, Kram (may I call you Mark ?). Being reyes or not, I'm interesting in that kind of subdivision.
In games LOD (Level of Detail) is predetermined (you have 3 or so LOD), here the main stuff is about screenspace subdivision (precisely by setting tris size relative to pixel size). All that by feeding with a lowpo, scenes remain light and memory management is used at best. I do hope that BIH is a step toward SDS.
In games LOD (Level of Detail) is predetermined (you have 3 or so LOD), here the main stuff is about screenspace subdivision (precisely by setting tris size relative to pixel size). All that by feeding with a lowpo, scenes remain light and memory management is used at best. I do hope that BIH is a step toward SDS.
obsolete asset
