thomaspecht
06-04-2003, 12:43 AM
for a recent project i used a lot of displacement mapping for one of my characters. at render time i increased the meshsmooth iterations of my lo-res mesh and applied several displacement maps through the material editor.
rendering the model took ages, resizing of the displacement maps didn't improve the situation. i then went for meshsmoothing the whole model and applying displacements manually onto the mesh.
problem was that the mesh had been mapped with a multi-/sub-object (5 material id's) and i wasn't able to bake the 5 displacement maps into the mesh through the displace-modifier.
what i did was to apply meshsmooth with a high iteration setting, then a "mesh select", selected the desired material-id, put a displace-modifier on top of that and checked "use existing mapping".
that worked for one material id, when trying to apply another mesh select, displace, etc, things didn't came out as expected. the mapping didn't corresponded to the original uv's and some parts/id's weren't displaced at all.
only way was to manually detach the mesh and apply a displace-modifier to each part. rendering this "baked" model was quite fast (a few seconds compared to hours when using displacement maps) but required me to overpaint seams.
does anyone know what i did wrong when trying to build the stack with several mesh select and displace modifiers?
why the heck is rendering so damn slow when using displacement maps? ok, there's probably quite some overhead for vertex transformation but it took hours over hours over hours and lots of swap space.
are there any tricks to speed up the process?
rendering the model took ages, resizing of the displacement maps didn't improve the situation. i then went for meshsmoothing the whole model and applying displacements manually onto the mesh.
problem was that the mesh had been mapped with a multi-/sub-object (5 material id's) and i wasn't able to bake the 5 displacement maps into the mesh through the displace-modifier.
what i did was to apply meshsmooth with a high iteration setting, then a "mesh select", selected the desired material-id, put a displace-modifier on top of that and checked "use existing mapping".
that worked for one material id, when trying to apply another mesh select, displace, etc, things didn't came out as expected. the mapping didn't corresponded to the original uv's and some parts/id's weren't displaced at all.
only way was to manually detach the mesh and apply a displace-modifier to each part. rendering this "baked" model was quite fast (a few seconds compared to hours when using displacement maps) but required me to overpaint seams.
does anyone know what i did wrong when trying to build the stack with several mesh select and displace modifiers?
why the heck is rendering so damn slow when using displacement maps? ok, there's probably quite some overhead for vertex transformation but it took hours over hours over hours and lots of swap space.
are there any tricks to speed up the process?
