Select via texture map grayscale values? Is this possible?

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  02 February 2013
Select via texture map grayscale values? Is this possible?

I have a model that I want certain parts to be subdivided more than others. the model has an animated displacement map, with the higher areas being ruff and bumpy while the lower areas are smoother. Obviously the ruff parts will need more polygons than the smooth parts to look right, but I don't want to bump up the polycount for the entire model with a meshsmooth as there will be a lot of wasted polys on the smooth parts. I cannot rely on selecting them directly since the displacement map is animated and therefore the parts I need subdivided change as the scene plays out. the scene is already several million triangles and my CPU is not gonna look kindly on adding too many more.

If I could use a texture map to select polys based on its light/dark values (polys below a brightness threshold are unselected while polys above that threshold are selected) I could use a meshsmooth modifier to subdivide those parts only and have a nicely optimized model.

Is there any way at all to do this?
  02 February 2013
Volume Select can do this, if I remembrer correctly...
  02 February 2013
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