Chaos Corona Forum

Official Stuff => News => Topic started by: Ondra on 2012-11-01, 21:31:39

Title: Displacement enhanced
Post by: Ondra on 2012-11-01, 21:31:39
I've changed the way displacement subdivision rate is computed, it should be now possible to create much more complex scenes with same amount of memory. Same goes for textured lights.

(http://i.imgur.com/8IPcp.jpg)
Title: Re: Displacement enhanced
Post by: Realish on 2012-11-02, 09:03:50
This is amazing.  The speed at which these updates come out is also crazy fast.
Title: Re: Displacement enhanced
Post by: maru on 2012-11-02, 11:43:33
Cool! Is it possible to render displacement+motion blur now? :) I've also noticed that in some cases when you use "Projected size" larger than 1px there are holes in displaced geometry. In vray there is an option called "keep continuity" that prevents breaking geometry. Any possibility of adding it?
Title: Re: Displacement enhanced
Post by: Paul Jones on 2012-11-02, 15:31:41
me likey!
Title: Re: Displacement enhanced
Post by: Ondra on 2012-11-02, 15:48:14
Cool! Is it possible to render displacement+motion blur now? :) I've also noticed that in some cases when you use "Projected size" larger than 1px there are holes in displaced geometry. In vray there is an option called "keep continuity" that prevents breaking geometry. Any possibility of adding it?

Unfortunately motion blur (that is deformable geometry motion blur) is still not supported, and using displacement with instancing can still give you low subdivision rates.

The holes should be fixed by increasing subdivision rate (lower projected size), which should be possible with this optimization in larges scenes than before
Title: Re: Displacement enhanced
Post by: Chakib on 2012-11-03, 14:50:49
Great news !!! can't wait to test it
Title: Re: Displacement enhanced
Post by: Dom74 on 2012-11-05, 17:10:14
me too !!!
Title: Re: Displacement enhanced
Post by: Ondra on 2012-11-25, 23:35:45
It will be hopefully finished before the next alpha release (january-february). Turns out there are still some scenes that break it, I still need to work on keeping the displaced edges watertight.