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Any news on the "preview displacement in viewport"-frontier?

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  • #16
    + 1 here too!!

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    • #17
      this should be handled by the dcc app... and it should not be that complicated... if im correct its part of openSubD...

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      • #18
        +100

        Would love to have it. Is it possible to use GPU tesselation for that, like Houdini?

        https://www.youtube.com/watch?v=lDry8HoAjBY

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        • #19
          maya does it now with openSubD... take a look at the viewport 2.0 vid...
          http://help.autodesk.com/view/MAYAUL...4-597EE20E4826

          i hope max will follow...

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          • #20
            +1
            By the way, is there a way to convert vraydisplacement mod to edit poly?

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            • #21
              Originally posted by fraggle View Post
              +1
              By the way, is there a way to convert vraydisplacement mod to edit poly?
              Nope, sorry.
              Tashko Zashev | chaos.com
              Chaos Support Representative | contact us

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              • #22
                Originally posted by fraggle View Post
                +1
                By the way, is there a way to convert vraydisplacement mod to edit poly?
                Just imagine the max crashes :P
                Software:
                Windows 7 Ultimate x64 SP1
                3ds Max 2016 SP4
                V-Ray Adv 3.60.04


                Hardware:
                Intel Core i7-4930K @ 3.40 GHz
                NVIDIA GeForce GTX 780 (4096MB RAM)
                64GB RAM


                DxDiag

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                • #23
                  +1 here aswell...Not a life saving option, since in most cases its ok to just put a standard displacement modifier below vraydisplacement and set it to only show in viewport, but thats still one more step I´d like to get rid off, since I´m doing it so often...

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                  • #24
                    Originally posted by ben_hamburg View Post
                    +1 here aswell...Not a life saving option, since in most cases its ok to just put a standard displacement modifier below vraydisplacement and set it to only show in viewport, but thats still one more step I´d like to get rid off, since I´m doing it so often...
                    What you seem to forget here is that for the max displacement modifier to show properly you need a good, dense mesh. Wasted viewport performance I think.
                    Software:
                    Windows 7 Ultimate x64 SP1
                    3ds Max 2016 SP4
                    V-Ray Adv 3.60.04


                    Hardware:
                    Intel Core i7-4930K @ 3.40 GHz
                    NVIDIA GeForce GTX 780 (4096MB RAM)
                    64GB RAM


                    DxDiag

                    Comment


                    • #25
                      Originally posted by ben_hamburg View Post
                      +1 here aswell...Not a life saving option, since in most cases its ok to just put a standard displacement modifier below vraydisplacement and set it to only show in viewport, but thats still one more step I´d like to get rid off, since I´m doing it so often...
                      Good idea, thanks.

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                      • #26
                        What you seem to forget here is that for the max displacement modifier to show properly you need a good, dense mesh. Wasted viewport performance I think.
                        I´m well aware of that. But often its not necessary to have a 100% accurate representation of the displaced mesh, for example if you need to place other objects on it or have animated objects react to it.
                        In those cases it would be usefull to have the vraydisplacement modifier to represent an approximation of the render time displacement.
                        Because if you´re using a standard displacement modifier to do that job, you might run into multiple issues: The displacement might not be quite identical, you have to take take care ,that the standard displacement modifiers luminance center and vraydisplacement modifiers shift values correspond, you have to make sure to use the same instanced map and update it on both modifiers, in case you switch it out etc etc...

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