Especially working with terrain displacement maps, that would be handy. Using just use one Vray-Displacement modifier on top of a plane. In the viewport it would basically work like a regular native displacement, while during rendertime it works as usual includung the subdivisions.
Benefits would be:
1. Better viewport representation
2. Scattering in Viewport is closer to the final result.
On a second level, there could also be a simplified (viewdependent) subdivision. Something lighter than the phoenix ocean tool. I really like the convenience of the Unreal Terrain Tool and wonder why nothing similar is available for 3ds Max.
If there is a good workaround I am all ears . Currently I use a hidden plane for scattering and a second plane for surface details. Or I use a regular displacement underneath and turn it off during rendertimes (but that does not work for scattering).
Thanks, Peter
xoio
Benefits would be:
1. Better viewport representation
2. Scattering in Viewport is closer to the final result.
On a second level, there could also be a simplified (viewdependent) subdivision. Something lighter than the phoenix ocean tool. I really like the convenience of the Unreal Terrain Tool and wonder why nothing similar is available for 3ds Max.
If there is a good workaround I am all ears . Currently I use a hidden plane for scattering and a second plane for surface details. Or I use a regular displacement underneath and turn it off during rendertimes (but that does not work for scattering).
Thanks, Peter
xoio
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