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If you plan and have the time to add something like this to the vray tool palette, could you add the support of view dependent meshing, eg. based on a picked camera and edge size in generic world units?
It is not impossible, but it will be a quick-and-dirty solution, more similar to the Displace modifier than anything else.
Best regards,
Vlado
That would be great as it would give our animators and FX guys some idea where the ground actually is when it is displaced, dont really need super fine detail.
I recall at Siggraph a couple years back you were working on a separate tool - perhaps that would intergrate vraydisplacement?
Also, maybe a separate viewer could be called up within max (similar to the irmapviewer) that could display the results independantly of that single object alone based upon standalone integration? Then you could rotate that displaced mesh in 3d space.
Either way - it sounds like a lot of hard work.
I guess as a third option as well, the vraydisplacement would have a button that says 'preview displacement' then it calls open a vray frame buffer of the selected objects in a neutrally lit setting.
I recall at Siggraph a couple years back you were working on a separate tool - perhaps that would intergrate vraydisplacement?
Also, maybe a separate viewer could be called up within max (similar to the irmapviewer) that could display the results independantly of that single object alone based upon standalone integration? Then you could rotate that displaced mesh in 3d space.
Either way - it sounds like a lot of hard work.
I guess as a third option as well, the vraydisplacement would have a button that says 'preview displacement' then it calls open a vray frame buffer of the selected objects in a neutrally lit setting.
If im understanding correctly, this would not solve the problem of using a vraydisplaced ground for animators to animate to (in viewport) or using it as particle deflectors etc.
You are jsut talking about quick vraydiplacemnt previews, yes?
I suppose another way is if somehow the displaced object could become a mesh - like a vraymesh sort of item when previewed but perhaps a little bit more refined.
I don't know what the hell I'm talking about... Nothing to see here. Move on.
I would greatly appreciate that feature too! I place particles on displaced objects and it's always a nightmare to gues how high should I place the particles...
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