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For me, displacement is the time killer. I just rendered a 4K exterior in less than 1 hour, but it doesn't have any displacement. A project with displacement usually takes 3-4 times longer.
3D or 2D displacement? We are doing some improvements for both, but I'm curious...
3D or 2D displacement? We are doing some improvements for both, but I'm curious...
Best regards,
Vlado
I'm using a script that creates 2D displacement on roofs and speed is ok. That same displacement makes my walls invisible so I have to use 3D and then I might as well go fishing for the week
I use the same roof script and its resolution is cranked up to 3000 (default) and there really isn't a speed hit. I guess it is the 3D that really hits render times hard. If I have siding without corner boards I need 3D and for brick walls I also need 3D.
I'm using a script that creates 2D displacement on roofs and speed is ok. That same displacement makes my walls invisible so I have to use 3D and then I might as well go fishing for the week
If you use 3d displacement the "static geometry" checkbox definitely helps with performance speed but obviously will eat lots of ram (depending on the amount though).
I guess it is the 3D that really hits render times hard. If I have siding without corner boards I need 3D and for brick walls I also need 3D.
Jip, and I have to bring the edge lenght down to from 4 to 2 but for medium or closeups I have to go down to 1 otherwise the geometry looks like ants have been eating it - and boy then it really goes very slow!
It would be nice if displacement "just works" without adjusting anything
Jip, and I have to bring the edge lenght down to from 4 to 2 but for medium or closeups I have to go down to 1 otherwise the geometry looks like ants have been eating it - and boy then it really goes very slow!
It would be nice if displacement "just works" without adjusting anything
Jip, and I have to bring the edge lenght down to from 4 to 2 but for medium or closeups I have to go down to 1 otherwise the geometry looks like ants have been eating it - and boy then it really goes very slow!
I was just browsing this topic and it brought to mind something. I recently was in touch with the chap that is creating Real Displacement Textures and he said this:
Just a tip: My demos are all rendered with octane. Octane brings the
fastest displacements that I know, because it uses voxels.
Is this something that could be introduced to VRay, or is it something VRay already does? I'm not entirely sure how voxel displacement works.
Thanks Svetlozar the email is sent to support with a stripped scene and the ticket number is #836909
I also mentioned this thread in the email
Thanks for the scene and the ticket number.
We've did some investigation on the scene and we have found that the edge flow of the geometry does not match the displacement map.
So what happens is that you would like to displace the geometry in a straight line but none of the vertexes of the geometry lies on that line and with insufficient number of subdivisions the stair/ant effect is observed. If you create a simple plane and apply the same material and displacement settings you will notice that the generated displacement will look much better just because the edge flow of the plane matches the texture.
This is not an issue and this cannon be solved in V-Ray, you have to input a more suitable geometry to get a better result otherwise the only option would be to use extreme subdivide settings for the displacement.
We've did some investigation on the scene and we have found that the edge flow of the geometry does not match the displacement map.
So what happens is that you would like to displace the geometry in a straight line but none of the vertexes of the geometry lies on that line and with insufficient number of subdivisions the stair/ant effect is observed. If you create a simple plane and apply the same material and displacement settings you will notice that the generated displacement will look much better just because the edge flow of the plane matches the texture.
This is not an issue and this cannon be solved in V-Ray, you have to input a more suitable geometry to get a better result otherwise the only option would be to use extreme subdivide settings for the displacement.
Did you notice the subdivide modifier I have on there? I have set to not display in viewport so you may have missed it. The geometry is already subdivided into oblivian
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