Dav♪d Th♪bodeau || Artiste 3D ||
Hi Chris,
I didn’t play with the RenderTree since a very loonngg time but I think that you could use the “Intersection Point” from the Vector State node.
Then you need to get the world position of your camera and get the distance to those intersection points. I think that they are evaluated before the displacement (assuming you are using MentalRay).
Cheers,
Guillaume Laforge
From:
softimag...@listproc.autodesk.com
[mailto:softimag...@listproc.autodesk.com] On Behalf Of Bradley
Gabe
Sent: Tuesday, August 07, 2012 10:54 AM
To:
soft...@listproc.autodesk.com
Subject: Re: Blending displacement
using raylength
Isn't this a cycle dependency situation? Raylength is affected by displacement.
-- christian keller visual effects|direction +49 179 69 36 248 chri...@me.com
I didn't received your email with the pic in my gmail. But checking in my AD mail, I see it now... weird xsilist problem again?
Hi Guillaume,
could you I ask you to add a Service beer pack 2 with
controls to mask only the area visble in camera?
E.g. everything else outside the camera愀 view isn愒 displaced.
I惴 not sure how much of an optimization this is as it depends
solely on how displacement is implemented in general in the renderer.
Would setting adaptive displacement allow for reduced geometry tesselation?
If the object is tesselated even in areas that have 0 height displacement
the mesh愀 displacement geometry would still be huge and only the displacemengt
height would be affected by the your network?
It would be nice to know if it愀 possible/worth to mix between two shaders,
one with displacement, one without...
Intended uses:
*large terrain
*large ocean
*close detail
Cheers,
tim
On 08.08.2012 19:09, Guillaume Laforge wrote:
Please be aware that Service Beer Pack 1 is now available to all drinkers: http://dl.dropbox.com/u/5533643/BlendingDisplacementUsingRayLength_Advantage_Beer_Pack_SP1.scn
Fixed Bug:
Beer Issue 001: If you rotate your object, the displacement height goes with the object.
Guillaume