Announcement

Collapse
No announcement yet.

Vraydisplacement vs standard displacement (viewport representation)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Vraydisplacement vs standard displacement (viewport representation)

    Hi there,

    I´m on a recurring production where I´m making heavy use of the vraydisplacement modifier.
    I´m mostly using procedurals with the occasional bitmap in between and mostly mixed in a compositemap.
    The issue I´m having right now:

    For some occasions (right now for a phoenix sim on top), I need the mesh to be correctly displaced in the viewport, or at least as close as possible to what is beeing rendered.
    Since there is no option for that in the vraydisplacement modifier, I have to use the standard displacement modifier.

    For various reasons, it produces very different results though.

    I understand, that vraydisplacement is handling black and white values differently (I usually work around this by either changing the , but I also seem to have scale issues: In comparison, the standard modifier seems to nee way higher values than the vraydisplacement modifier.

    Could somebody shed some light on my confusion here?

  • #2
    Would be best to get a scene to our support guys at support@chaosgroup.com, they will be able to help you out.

    Other than that, viewport preview of the displacement is on the "to do" list.

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

    Comment

    Working...