I’m using BF+BF and if I remember correctly, I’m using 1/36 .008
It would be nice to be able to see your settings while rendering, unless you can and I don’t know about it. You can forget a lot in 20 hours ![]()
I’m using BF+BF and if I remember correctly, I’m using 1/36 .008
It would be nice to be able to see your settings while rendering, unless you can and I don’t know about it. You can forget a lot in 20 hours ![]()
Larger bucket size and maybe increase your dynamic memory limit? If you turn off displacement in the render globals and run it again is it faster? You might be choking vray by not giving it enough memory for all the dynamic stuff to generate nin so it might be continuously doing a portion of the displacement and having to throw it out, which is a tad inefficient.
I always set my Memory to 0. I’m not sure why I would set it to anything else. When monitoring RAM, I’m only using 50%. When I turn off displacement, globally, it renders in less than an hour.
Definitely a good endorsement for railclone with a good preset then, if it’s shaving off a good portion of time in every exterior you do then that sounds like a good investment ![]()
Always using RailClone for roofs and etc. It is just awesome for any kind of repeating geometry , do not see any reason to use displacement here to be honest.
What would be a dream is being able to drive geometry with a displace map, permanently, and not just at render time.
Bobby Parker www.bobby-parker.com
3dsmax displacement modifier ?
So, it exists? Why hasn’t anyone recommended this as an option? Does it not work well? I would try, but my computer is a little busy right now ![]()
It does work well but you really have to crank up the sub divs on any geometry you use it on to get good detail. Railclone or just modelling would be the best way to go.
yes max displace is useful in limited situations, but youd need to subdivide your roof geometry into about 10 billion polygons to get a clean result ( the displace modifier just pushes and pulls whatever mesh you give it, based on a map. so to get crisp edges youd need a stupid base mesh.)
there was talk a while ago about getting the option to export the result of the vraydisplacement as a vrmesh.. this should not be hard to implement since the code for rt gpu already builds the whole displacement mesh to send to the gpu..
i dont know if that feature was ever added to “the list”
im confused i thought solid rocks could fix everything
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Well see. Anything is better than the 25 hours it took ![]()
Well that depends on the result you want. If you want to spread separate pieces of shingles by texture - than Forestpack is your friend
If you want to get ~same result as VRayDisplacement but in geometry level - subdivide your geometry into quite huge amount of polys and use 3dsmax displacement
If you want to avoid headache - buy RailClone ![]()
Yes, RailClone is on my list. Soon!
Where can I find the RCquickApply script for download?
I can see the thread on the Railclone forum but no download link for the script
Let me check with Paul…
Hi!
Downloading attachments on our forums is normally available only to pro users, but in this case we’re happy to upload this script here too in case you want to test it out with RailClone lite.
A few words about how to use the script. It works by automatically extracting a closed spline from each polygon. It then duplicates the selected RC object, orientates it so that it is aligned with the polygon’s surface normal and finally assigns the extracted spline to the RailClone object’s Clipping path.
To use it:
And finally, a quick disclaimer: I hope it’ll be helpful but this script isn’t supported officially by iToo, so please use at your own risk.
Many thanks!
Paul
rc_apply_to_poly.zip (1.69 KB)
Thanks Morne, I wasn’t logged in with my Pro forum account. I have the script now