William Alexander Posted April 7, 2004 Share Posted April 7, 2004 Hey, Great shader and displacement, beats the snot out of anything I have used. The question/s, see attachement *This is obvoiusly a mesh realted problem *Apears to be view dependant, i.e. displacing toward camera or sampling based on poly face & view angle *This is an extreme case, large aspect and high AA sampling (16/4) ? Is the MR tessalation/displacement view dependant and or object (vertices/ polys) ? Would one large poly eliminate the per poly face sampling ? Is edge visibility an issue ? Would a direction displacement sub map be worth the effort to create and use. ? Any technical explanation as to how MR & the displacement shader interprets the map and geometry. Grass displacement would be awsome, but with these types of issues it may look like a genetic seed farm's test field. Thanks for any info WDA Link to comment Share on other sites More sharing options...
jucaro Posted April 7, 2004 Share Posted April 7, 2004 > Is the MR tessalation/displacement view dependant and or object (vertices/ polys) --Its Both. You can adjust the parameters thru the Render Tab of The render Dialog > Would one large poly eliminate the per poly face sampling --No, its not necessarily the case. You can even do a great displacement with even the lowest polygon count. > Is edge visibility an issue --Yes. Use the MR edge shader to elliminate this. > Would a direction displacement sub map be worth the effort to create and use. --Havent been successfull so far. But you can try it using the shaderlist. > Any technical explanation as to how MR & the displacement shader interprets the map and geometry. Grass displacement would be awsome, but with these types of issues it may look like a genetic seed farm's test field. --Too bad, discreet sucks at this when it comes to documentation. But there was a free video tutorial about this at evermotion.org Hope this helps. Btw, Grass in MR is great. IMO Link to comment Share on other sites More sharing options...
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