Future of displacement.

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BbB
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Future of displacement.

Post by BbB » Wed Jun 25, 2008 11:23 pm

Hi Ono. Can we expect further developments of this feature in the foreseeable future? I'm thinking more of memory consumption, on-the-fly subdivision, etc. than new functionalities here.

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Zom-B
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Post by Zom-B » Thu Jun 26, 2008 12:55 am

the possibility to transform a mesh multiple times via displacement to get a more 3D displaced mesh would be awesome too (also capable of using different maps for this)...
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BbB
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Post by BbB » Thu Jun 26, 2008 12:57 am

You can do that to an extent by using your app's internal displacement modifier and then apply an Indigo displacement to the displaced mesh. I think that's how the Doc did his rock formations.

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Post by Zom-B » Thu Jun 26, 2008 1:06 am

yes I know, but if I actually subdivide the mesh heavily in my 3D app, do there some displacement, why shouldn't i do a second (and third...) displacement pass in my 3D app too??!

The Point is to get subdivision and displacement in Indigo done, so your 3D mesh data stays small and portable...
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Post by crojack » Thu Jun 26, 2008 6:58 am

and not all 3d apps support displacement, cough cough sketchup cough.

I too am interested if there is going to be more development of this.

I would jsut like to see a solid implementation of this.

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OnoSendai
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Post by OnoSendai » Sun Jun 29, 2008 3:18 pm

Well one thing I think i'll add is a 'min-num-subdivisions' parameter.
This will allow subdivision + displacement of flat planes to occur when the subdivision cuvature threshold is > 0.

As far as dynamic subdivision + displacement go, I'm not planning to add that immediately.
I think that generally it will be more efficient to precompute the subdivided triangles.

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