What is difference between Studio2’s Disp/Bump combo and just applying bump on top of displacement like in LW or other renderers?
Lightwave and other rendering software seem to be capable of achieving that effect ( I havent done a direct comparison yet)… by just putting the bump image on both displacement and bump mapping, but with the additional flexibility of controlling bump and displacement independently. I suspect Studio is doing some sort of normal correction or something like that, but would be nice to know the official explanation.
But… I was expecting a little more (or less depending which way you look at it) with regard to memory consumption when using displacement.
In practice I cant do much more with Studio’s displacement than I can with LW, maybe 30% more?.. That’s still cool, but with the project I’m working on, I need loads of actual geometric displacement, the disp/bump combo just doesnt cut it in this case… the overlap/parallax is vital in this case…think underwater coral reef rock.
Render times in this quite extreme case is at a pleasing (for a still) 1 hour 30mins (dual Opteron 248’s) with memory usage at the limits, DOF, Motion Blur, Displacement, Radiosity, SSS… well, everything really! I got to a stage in my Studio2 extreme test project where individual scene components look great (btw, I’m extremely happy with the quality/flexibility of Studio’s renderer/node based surfacing)… but I cant add anything else to scene because memory usage is way out there, due to heavy displacement
I guess my expectations were a little higher, somehow I sorta got the impression that the feature was indeed Sub-Pixel Displacement
Can someone help me upload an image to this forum? Thanks in advance
Parametric vs Pre-generated:
In my case experimenting with “Parametric-Low RAM” and “Pre-generated Polygons” didn’t make any difference to memory consumption when using displacement, am I right in saying that this setting only affects un-displaced geometry?
Imilton, are you aware of a recent realtime technique for faking displacement mapping, called Parallax/Offset Mapping? Heres some of the best examples Ive found: http://www.infiscape.com/doc/parallax_mapping.pdf
[http://farcry.filefront.com/file/Far_Cry_Polybump_Offset_Mapping_Example;26574](http://farcry.filefront.com/file/Far_Cry_Polybump_Offset_Mapping_Example;26574) If you got FarCry :)
[http://www.opengl.org/discussion_boards/ubb/Forum3/HTML/011292.html](http://www.opengl.org/discussion_boards/ubb/Forum3/HTML/011292.html) discussion on the matter
[http://www.delphi3d.net/download/uberbump.zip](http://www.delphi3d.net/download/uberbump.zip) Freegin great demo, the bumps even cast shadows!
Now, we cant have realtime graphics doing much better bump-mapping than every other off-line rendering software out there, now can we?
Imagine this combined with coarse ordinary displacement, I tried to convince another developer to investigate the matter with not much success
maybe you will listen
Btw, a wee bug you should be aware of… when Messiah reaches the memory limit it doesnt politely inform you and stop rendering… on my 2GB ram machine it gets to 1.6GB usage and crashes.
Also, sometimes Studio doesn’t return the memory if you stop a rendering in progress, and therefore (it seems) causes instability down the line.