+ 1 here too!!
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No announcement yet.
Any news on the "preview displacement in viewport"-frontier?
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+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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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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Originally posted by fraggle View Post+1
By the way, is there a way to convert vraydisplacement mod to edit poly?
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Originally posted by fraggle View Post+1
By the way, is there a way to convert vraydisplacement mod to edit poly?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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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...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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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...
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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.
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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