No, there's no threshold or anything like that. It's simply the scalar value of the texture determines the displacement along the shading normal.CTZn wrote:BTW is there an output normal threshold, or is the disp mesh all the way smooth ? A threshold is cool, notably for natural surfaces.
Also a texture or angle threshold: if contrast/angle between two vertices of the original mesh is under that limit, do not subdivide.
Actually there is a lot of different ways to control displacement, wait'n'see !
Subdivision + displacement test
Thanky you !
Maybe I've been a bit peremptive in my first post, this was diriged to displacement unexperimented people, obviously not to you Ono !
Objects to be displaced have to be prepared for this operation, normals-wise; they are just the "template" of the final displaced object.
That's the user's job, not the coder's one, this is what I meant.
Maybe I've been a bit peremptive in my first post, this was diriged to displacement unexperimented people, obviously not to you Ono !
Objects to be displaced have to be prepared for this operation, normals-wise; they are just the "template" of the final displaced object.
That's the user's job, not the coder's one, this is what I meant.
obsolete asset
Ono, i'm sure this will really be a great release!!!! Thank you so much, i'm so excited!!!! Vray handles displacement well, but SketchMaxwell is really a pain in the a**! Finally some serious coder tries to get it work! And with the magic Whaat fighting with us hopefully we'll have a working displacement for SketchUp too! Thank you!
more questions:
Wich is the "rest" value in disp texure, 0.5 or 0 ? (0.5 prefered here. <- edit: nevermind this)
Optionally an offset value would rock, eg a slightly negative offset makes more accute angles, perfect for silex and such eroded surfaces.
And...
would multidisplacement be an option ? Eg:
- Displace object with texture A, then
- Displace displaced object with texture B
Erf... can't wait
are UVs transfered ?
Wich is the "rest" value in disp texure, 0.5 or 0 ? (0.5 prefered here. <- edit: nevermind this)
Optionally an offset value would rock, eg a slightly negative offset makes more accute angles, perfect for silex and such eroded surfaces.
And...
- Displace object with texture A, then
- Displace displaced object with texture B
Erf... can't wait
are UVs transfered ?
obsolete asset
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StompinTom

- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
Looks amazing, Ono! One request: Can you give us a preview of the XML code (even if it's not 100% final) in advance of releasing each new beta? It gives us chance to start coding (or at least planning coding) the implementation in the exporters.
The earlier we can update the exporters, the more time there will be for testing and bugfixing. (You know everyone will be VERY anxious for updated exporters for this next release...
)
If you want to keep new features under wraps, you could PM the code to the exporter writers and have us agree to an NDA. If that agreement were ever to be breached, I guess that would be the end of the arrangement and we could all blame the bastard who ruined the opportunity to have updated exporters released much quicker...
Whaat
The earlier we can update the exporters, the more time there will be for testing and bugfixing. (You know everyone will be VERY anxious for updated exporters for this next release...
If you want to keep new features under wraps, you could PM the code to the exporter writers and have us agree to an NDA. If that agreement were ever to be breached, I guess that would be the end of the arrangement and we could all blame the bastard who ruined the opportunity to have updated exporters released much quicker...
Whaat
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