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View Full Version : modifiers/rendering: problems with displacement mapping


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?

Dave Black
06-04-2003, 06:23 AM
My with displacement experience is limited, but I can tell you that the vert count of a displaced mesh, with MS, is in the rediculously ludicris level of geometry.

Add a "Diplace Mesh" modifier(think that's what it's called) and you can see the displacement in the viewport. A detailed map can generate hundreds of thousands of polys...

Just some thoughts, and I hope I did'nt just offend you by saying something you already know.

-3DZ

:D

Marcel
06-04-2003, 08:18 AM
I think the correct way to use displacement maps is not through the displace modifier, that one is for baking the displaced mesh to an object.
If you only want the displacementmaps at rendertime you should activate the displacement under 'surface properties' (last rollout of a editable mesh object). That way the renderer takes care of the appropriate subdivision for the mesh at rendertime.

Check the little box and try it with the low, medium or high presets. You can also tweak the other settings for more control, but beware as small changes can result in millions and millions of polygons (read: SAVE A LOT)

If I am correct it still works with a meshsmooth on top, but you would only have to give it 1 or 2 iterations since it is only necessary for the rough shape.

By the way, I saw your normal mapped creature in the game art section, top notch work!

tonygib
06-04-2003, 08:20 AM
Have you looked at the Subdivision Displacement rollout on the Epoly. It provides a sort of adaptive increase in mesh density where needed for the displacement. Maybe worth a look.


edit: snap, you bet me to the post by two minutes, but then I am on dial-up and had a post error when I first tried, so not a fair race :rolleyes:

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