Now that VRay has "Allow Negative Colors" on the file node attribute, does vray displacement still clip values outside 0-1 as outlined from the spot3d site?
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2D Displacement - this method bases the displacement on a texture map that is known in advance. The displaced surface is rendered as a warped height-field based on that texture map. The actual raytracing of the displaced surface is done in texture space, and the result is mapped back into 3d space. The advantage of this method is that it preserves all the details in the displacement map. However, it requires that the object has valid texture coordinates. You cannot use this method for 3d procedural textures or other textures that use object or world coordinates. The displacement map can take any values (as opposed to Normal Displacement, which will ignore values outside the 0.0-1.0 or black to white range).
Normal Displacement - this is a general method which takes the original surface geometry and subdivides its triangles into smaller sub-triangles which are then displaced. It can be applied for arbitrary displacement maps with any kind of mapping. Note that with Normal Displacement the displacement map's range of values must be within the 0.0-1.0 range (black to white). Values outside of this range will be clipped.
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For vector displacement, I read on-line that subdivisions are not supported with vector displacement, is this true? Do I need to manually smooth the mesh? Or is there a proper workflow for this now that I am missing? (Current documentation for vdms is very hard to find)
Source - http://www.spot3d.com/vray/help/maya...splacement.htm
Thanks!
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2D Displacement - this method bases the displacement on a texture map that is known in advance. The displaced surface is rendered as a warped height-field based on that texture map. The actual raytracing of the displaced surface is done in texture space, and the result is mapped back into 3d space. The advantage of this method is that it preserves all the details in the displacement map. However, it requires that the object has valid texture coordinates. You cannot use this method for 3d procedural textures or other textures that use object or world coordinates. The displacement map can take any values (as opposed to Normal Displacement, which will ignore values outside the 0.0-1.0 or black to white range).
Normal Displacement - this is a general method which takes the original surface geometry and subdivides its triangles into smaller sub-triangles which are then displaced. It can be applied for arbitrary displacement maps with any kind of mapping. Note that with Normal Displacement the displacement map's range of values must be within the 0.0-1.0 range (black to white). Values outside of this range will be clipped.
"
For vector displacement, I read on-line that subdivisions are not supported with vector displacement, is this true? Do I need to manually smooth the mesh? Or is there a proper workflow for this now that I am missing? (Current documentation for vdms is very hard to find)
Source - http://www.spot3d.com/vray/help/maya...splacement.htm
Thanks!
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