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  • Save Displace data ?

    Is there a way to save displace data that it will not calculate all displacements data at the beginning of every render ?
    Win7 Ultimate 64bit, GTX 970, Standalone version: V-Ray Next 4.30.03,

  • #2
    this might be quite a nice feature to have generally ( im thinking in max too)

    if we could export the displaced geometry as a proxy for example.

    in the past this has been requested, and rejected as the displacement is generated at rendertime. however i note that now, with RT gpu, the entire displaced mesh is generated before being sent to the gpu, so it should be possible to save it out as a proxy too?

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    • #3
      It's actually somewhere on the "to do" list, but is not implemented yet.

      On the other hand, we are working on direct .vrmesh export from sculpting applications like Mudbox, so that you won't have to do displacement at all in some cases, and get the full sculpted mesh exactly as it was created.

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

      Comment


      • #4
        ZBrush!?
        (Mudbox is in Maya now.)
        I dream of the collaboration of Pixologic and ChaosGroup.

        Originally posted by vlado View Post
        we are working on direct .vrmesh export from sculpting applications like Mudbox

        OakCorp Japan - Yuji Yamauchi
        oakcorp.net
        v-ray.jp

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        • #5
          Originally posted by flat View Post
          I dream of the collaboration of Pixologic and ChaosGroup.
          Nope, no Z-Brush:

          a) They don't have a public SDK like Mudbox;
          b) I was given to understand that their deal with Luxion prevents them from cooperating with us.

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

          Comment


          • #6
            Ok. Its is business.

            But it is expected that 3D application is released by any third's renderer. [like MODO]
            (unprofitable to force a single renderer on a user)

            I wait for that time.

            OakCorp Japan - Yuji Yamauchi
            oakcorp.net
            v-ray.jp

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            • #7
              I agree with you, but what is done is done...

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

              Comment


              • #8
                Thats a huge Thing. Thanks

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                • #9
                  the more i think about it the more i get excited.
                  will it be part of a vray update or a separat tool for mudbox.?

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                  • #10
                    Originally posted by FSGFX View Post
                    will it be part of a vray update or a separat tool for mudbox.?
                    It will be a separate tool for the moment, but if there's interest we can bundle it with V-Ray. I hope to post an initial version sometime next week.

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

                    Comment


                    • #11
                      That sounds great. Thanks.

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                      • #12
                        I vote for that feature! I think it sounds great and takes a lot of the problems of dealing with texture seams and displacement out of the equation. With regard to zbrush, are there limitations to file size for obj files that would prevent you from just exporting obj from zbrush and converting to vrmesh with the ply2vrmesh converter?

                        V Miller

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                        • #13
                          Originally posted by vance3d View Post
                          With regard to zbrush, are there limitations to file size for obj files that would prevent you from just exporting obj from zbrush and converting to vrmesh with the ply2vrmesh converter?
                          It can be done for sure, it's just extra steps. For Z-Brush we will try to provide a script that does the conversion calling ply2vrmesh behind the scenes.

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

                          Comment


                          • #14
                            i asume this is only working with static meshes...
                            there is no way to get the data onto an animated mesh...?

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                            • #15
                              Originally posted by FSGFX View Post
                              i asume this is only working with static meshes...
                              there is no way to get the data onto an animated mesh...?
                              The .vrmesh file does support animation of course, but I suppose that you mean something else? A super-crazy idea would be if the .vrmesh file showed as a preview the 0-level of the mesh in the viewports, so that you can apply modifiers, skinning etc to it, but at render time, V-Ray could deform the high-resolution mesh based on the deformation of the low-poly cage. It is doable, actually Would get rid of displacement maps, seams and whatnot altogether...

                              Best regards,
                              Vlado
                              Last edited by vlado; 03-09-2015, 09:04 AM.
                              I only act like I know everything, Rogers.

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