Only Z-issue I have is that you can't use a VrayDisplacement mod to place your trees. Which means you have to create masssssssive geo meshes for scenes and ensure the two never get out of sync. About 30% of some of our renders can go into the high poly surfaces for iToo. Would be nice if iToo could sample a displacement map and operate on the same general math that Vray Displacement uses for terrain to sample the Z-position for every tree at forest-creation. That could save us 100m+ unique polies in some scenes and produce more accurate results when our terrain is nicely displaced down to just a few million polies thanks to view-dependent displacement.
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Last edited by im.thatoneguy; 18-02-2016, 12:17 PM.Gavin Greenwalt
im.thatoneguy[at]gmail.com || Gavin[at]SFStudios.com
Straightface Studios
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Originally posted by im.thatoneguy View PostOnly Z-issue I have is that you can't use a VrayDisplacement mod to place your trees. Which means you have to create masssssssive geo meshes for scenes and ensure the two never get out of sync. About 30% of some of our renders can go into the high poly surfaces for iToo. Would be nice if iToo could sample a displacement map and operate on the same general math that Vray Displacement uses for terrain to sample the Z-position for every tree at forest-creation. That could save us 100m+ unique polies in some scenes and produce more accurate results when our terrain is nicely displaced down to just a few million polies thanks to view-dependent displacement.
basically im sure there is a way to do it.
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Originally posted by super gnu View Postcant you just control the z-offset with a greyscale map? youd need to tweak the range so it matched your displacement... or you could do the scattering on a displaced mesh then (im thinking out loud here, not at my workstation) turn off the z-linking and swap for a new non-displaced base mesh?
basically im sure there is a way to do it.
Last edited by im.thatoneguy; 19-02-2016, 07:57 PM.Gavin Greenwalt
im.thatoneguy[at]gmail.com || Gavin[at]SFStudios.com
Straightface Studios
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World Machine is a great tool.
Something to look into as well, is a companion tool for World Machine called GeoGlyph:
http://www.quadspinner.com/
There is a free version available so you can try it out. Essentially, it manages many of the myriad tool settings for you so that you can work in a more artist-directed way.Steve Burke
www.burkestudios.com
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that helios thing looks great! but i cringe at the idea of having to buy that *and* vue just to get some nice skies going on. somebody needs to sort it outif they would only produce a version of helios that works directly with vray and skips vue entirely....
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The guys in e-on appear pretty clueless about their customers. I bought a copy of Vue years ago and only after you purchase you get access to the customer forum you'll see the huge amount of people complaining about it! They don't seem that committed to making really solid software, they've been bought out recently too?
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Originally posted by joconnell View PostThe guys in e-on appear pretty clueless about their customers. I bought a copy of Vue years ago and only after you purchase you get access to the customer forum you'll see the huge amount of people complaining about it! They don't seem that committed to making really solid software, they've been bought out recently too?Last edited by im.thatoneguy; 22-02-2016, 12:10 PM.Gavin Greenwalt
im.thatoneguy[at]gmail.com || Gavin[at]SFStudios.com
Straightface Studios
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Originally posted by super gnu View Postcant you just control the z-offset with a greyscale map? youd need to tweak the range so it matched your displacement... or you could do the scattering on a displaced mesh then (im thinking out loud here, not at my workstation) turn off the z-linking and swap for a new non-displaced base mesh?
Another nice tool would be to generate a splat-map for distant forests that would use a color/normal map and generate a texture map based on the tree scatter algorithm to render sub-pixel trees as a normal map.Gavin Greenwalt
im.thatoneguy[at]gmail.com || Gavin[at]SFStudios.com
Straightface Studios
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