samueleeckhaut Posted October 16, 2017 Share Posted October 16, 2017 I have long compiling time when I'm using a simple plane with a VrayDisplacementMod on it and a PhoenixFDoceanTexas displacement-texture (tangent mode). The compiling takes about 1min30sec for every frame (because the animation of displacement with the PhoenixFDoceanTex). - Is there any method to use and calculate only the surface the camera can see (like you have the option in iToo soft with vegetation)? - Or maybe other idea's to cut this time to it's minimum? PC stats: - double Xeon E52680 V4 2.4GHz - 64GB Ram - Windows 10 Link to comment Share on other sites More sharing options...
Chris MacDonald Posted October 25, 2017 Share Posted October 25, 2017 You have a 20 kilometre plane with only ONE polygon that VRay is having to subdivide into smaller triangles to create the displacement. I am not surprised. Divide the plane up with more width/height segments. Link to comment Share on other sites More sharing options...
Casey Hawley Posted October 25, 2017 Share Posted October 25, 2017 You could also try 2D diffuse mapping, which is much faster. Link to comment Share on other sites More sharing options...
samueleeckhaut Posted November 3, 2017 Author Share Posted November 3, 2017 Hi Chris and Casey, Thank you both for your replies. I questioned this issue also to Chaos Group and they answered me with the following: - keep size of the plane used for water surface as small as possible. => With high camera angles, I needed a bigger plane in this case; - Put a lot of segments on the plane like 1000x1000. => Like you said, Chris, you need indeed more segments. I thought that because VrayDisplacementMod did the displacement by itself, you don't needed more segments. But I understand know that this helps when you use "view-dependent" also ; - Increasing edge lenght => Depense how close you are to the waterplane; - When using 32bit Displacement like PhoenixFDOceanTex set shift to 0. => I had mine on -0.5; It reduced the compiling time 66% and also the frame rendering was reduced. About the 2D diffuse mapping: Chaos Group recommended the 3D mapping: "It requires that the object have valid UV coordinates. You cannot use this method for 3D procedural textures or other textures that use object or world coordinates." - Link to comment Share on other sites More sharing options...
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