I often use complex displacement setups with vrayDistanceTex and tiled textures to create things like landscapes and rocky environments. It's a great way to get quick results with a ton of complex detail, but the downside is that the results are very difficult to work, and they take a long time to compile at render time.
I would love to have a way to permanently cache the displaced and subdivided mesh on the disk, so it doesn't have to be generated every time -- and also a way to extract that mesh as ordinary geometry, which can then be optimized like you would a zbrush sculpt, and be used for FX collisions, reference for scene layout, etc.
I don't remember if it's possible to convert a vrmesh back to editable geometry, but if so, then saving the cached mesh as a vrmesh would be perfect.
I would love to have a way to permanently cache the displaced and subdivided mesh on the disk, so it doesn't have to be generated every time -- and also a way to extract that mesh as ordinary geometry, which can then be optimized like you would a zbrush sculpt, and be used for FX collisions, reference for scene layout, etc.
I don't remember if it's possible to convert a vrmesh back to editable geometry, but if so, then saving the cached mesh as a vrmesh would be perfect.