View Full Version : displacement
BooTy 10-28-2002, 02:57 PM Hello,
I have a little problem here. I have an object with Subdiv. Displacement and I'd like to have particles on its surface. But the displacement activates in render and the particles attached to it stay on their original position. Is it possible to have them on the position of the displaced polys?
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Reality3D
10-28-2002, 03:19 PM
It's possible but i think the only manner is getting all those displaced poligons at viewport. Apply a Disp Approx modifier to get them. Hope this helps
Grayson
10-28-2002, 04:17 PM
This is the way I'd go about it:
-Convert the surface to editable Poly
-At the bottom of the editable poly menu use the subdivision surface section to subdivide the mesh.
That way you can use a lower value for the display and a higher one at render.
-Then add a displace mesh binding modifier on top of your edit poly so the displacement registers. Then the particles will emit from a low poly version of the final displacement and it will be close enough to look fine.
Gonzo The Great
10-31-2002, 12:13 PM
Yep. Apply the Disp Approx mod.
BooTy
10-31-2002, 12:20 PM
but the Disp. approx does the same thing as Subdiv. Displacement ... subdivides the mesh in render so it's much densier in displaced areas ... nothing in viewport ... at least as i was playing with it ... maybe i'm missing something ...
Grayson
10-31-2002, 12:35 PM
"-Then add a displace mesh binding modifier on top of your edit poly so the displacement registers."
I wasn't too clear before. You'll need the displace mesh modifier; it's right on the top of the modifier list in the world space section. All it does is register and displacement in the viewport.
The reason for using the the sud-d method is so when you add the world space modifier it doesn't hike up the viewport polys too high; but it still needs a little just so you/the particle system can see the displacement.
BrandonD
10-31-2002, 03:35 PM
FYI, displacing NURBS surfaces is much faster than polys.
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