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  • view dependent displacement

    Is something like this possible where the displacement is only calculated within the cone of the selected camera ? This would be very useful for saving memory when doing landscapes. Currently I have to break apart the landscapes and use displacement on different sections depending on the camera position.
    Regards

    Steve

    My Portfolio

  • #2
    It is not impossible... it was requested before and we'll get to that.

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

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    • #3
      Good stuff.
      Regards

      Steve

      My Portfolio

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      • #4
        I think it could be good also to have a degradation of the tesselation dependently from the distance to the camera.
        If it's possibile, you should control the degradation with a near/far input values like the clipping planes.

        Vlado..what do you think??
        I think in this mode the memory optimization it's the best possible.

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        • #5
          Originally posted by bardo View Post
          I think it could be good also to have a degradation of the tesselation dependently from the distance to the camera.
          This is precisely what the "view-dependent" option does It uses the edge length to drive the tessellation though.

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

          Comment


          • #6
            but at the moment with which rule it defines the tessellation levels?

            What I'm saying is that sometimes I should have the ability to control the degradation...and some near/far spinners could help...is it doable??

            EDIT: I'm sorry...I've read the manual and I found which rule it uses...but I think my question is good again.
            As comparison, you could think how the scatters plugins (multiscatter, forest pro, ecc) works with near/far density of the instances.
            is it possibile to have a similar workflow for the displacement tessellation??
            Last edited by bardo; 21-12-2011, 03:17 AM.

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