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A few 1.6 questions..
Posted: Tue Nov 27, 2007 1:48 pm
by Maximus3D
Here we go!
- Instanced objects with displacements are not yet supported, correct ?
- How are clipmaps used with displacement ? can it be used as a form of waterlevel to cut off part of the displacement itself ?
That was all for now, i'm sure there'll be more later
/ Max
Re: A few 1.6 questions..
Posted: Tue Nov 27, 2007 2:13 pm
by tom
Maximus3D wrote:- Instanced objects with displacements are not yet supported, correct?
Correct.
Maximus3D wrote:- How are clipmaps used with displacement ? can it be used as a form of waterlevel to cut off part of the displacement itself?
Correct.
Maximus3D wrote:That was all for now, i'm sure there'll be more later

Yes, more please.

Posted: Tue Nov 27, 2007 2:21 pm
by Maximus3D
Tom: Thanks for the very quick replies
Some followup questions on your replies..
- Will instances support displacement and sss and everything else in a near future ? not in X amount of years but within my lifetime.
- You say clipmaps can be used as a form of waterlevel function on displacements, but practically how do i do that ? i haven't yet got satisfactory results with it. A example would be nice
- Will you guys start releasing versions with fixes and stuff for various things so there will be versions like 1.6.1 and so on ?
I'm sure there'll be even more questions again
/ Max
Posted: Tue Nov 27, 2007 2:46 pm
by QuakeMarine1
- is the speed issue between 32bit and 64 bit solved ?
- can we expect a commandline to merge MXI?
Posted: Tue Nov 27, 2007 3:44 pm
by -Adrian
- is the speed issue between 32bit and 64 bit solved ?
If you refer to 64bit being slower, then
yes.
Posted: Tue Nov 27, 2007 3:44 pm
by tom
Maximus3D wrote:- Will instances support displacement and sss and everything else in a near future ? not in X amount of years but within my lifetime.
We're working on supporting instances & displacement and it'd be early making a promise at the moment. This is one of the items on our top priority to-do list. There's no incompatibility with Subsurface, though...
Maximus3D wrote:- You say clipmaps can be used as a form of waterlevel function on displacements, but practically how do i do that ? i haven't yet got satisfactory results with it. A example would be nice

As it's not exactly the same thing with water level, clipmap method will still do quite good with displacements having a reasonable inclination. It would only be less precise in cutting out when the displaced detail is close to 90 degree like in Jose's buildings. If you post some screenshots about the thing you're trying to achieve I can help better.
Maximus3D wrote:- Will you guys start releasing versions with fixes and stuff for various things so there will be versions like 1.6.1 and so on?
We could do 1.6.1 or 1.7, the numbers are not very important. You should always keep in mind you'll receive Maxwell improvements when they are ready.
Maximus3D wrote:I'm sure there'll be even more questions again

Cool!
QuakeMarine1 wrote:- is the speed issue between 32bit and 64 bit solved?
Yes.
QuakeMarine1 wrote:- can we expect a commandline to merge MXI?
I'm not sure. If you're rendering on network, you don't really need that. If you're rendering on a single computer, you can always resume.
Posted: Tue Nov 27, 2007 4:01 pm
by QuakeMarine1
tom wrote:
I'm not sure. If you're rendering on network, you don't really need that. If you're rendering on a single computer, you can always resume.
i have my own rendermanager and that cmd is missing to have a better workflow
merge by hand or scripts can easiely skiped then
Posted: Tue Nov 27, 2007 4:18 pm
by piem
- actually, if I import an object from zbrush with auvtiles (which is a nightmare to edit..don't try) there is zero seam..THAT'S Really good.
- The problem occures when I make tyriangle groups INSIDE the Studio, if I put a displacement mxs there and not here..huge gaps are comming (the mesh is separated) , the question is : will you fix this ?
Posted: Tue Nov 27, 2007 4:41 pm
by tom
QuakeMarine1 wrote:tom wrote:
I'm not sure. If you're rendering on network, you don't really need that. If you're rendering on a single computer, you can always resume.
i have my own rendermanager and that cmd is missing to have a better workflow
merge by hand or scripts can easiely skiped then
Supporting an external network manager is a different idea, we can consider this in the future.
piem wrote:- The problem occures when I make tyriangle groups INSIDE the Studio, if I put a displacement mxs there and not here..huge gaps are comming (the mesh is separated) , the question is : will you fix this ?
Increase the smoothing threshold angle of your object and Recalc normals, also make sure the displacement smoothing is "on". That should maintain the continuity better.
Posted: Tue Nov 27, 2007 5:04 pm
by Leonardo
let's start with the basic,
once you have placed an instance... how do you move it? how do you change it shadding apperance settings?

(in studio)
Posted: Tue Nov 27, 2007 5:08 pm
by Maximus3D
Tom: Yet again thanks!

it's good to hear you guys (and girls) are working on the displacement/instancing issue. I'll try to play with SSS meanwhile for instances.
Alright, the clipmap solution for waterleveling sounds a bit messy to work with.
True that the numbering on the updates don't matter, what i were wondering about was if there would be some smaller updates between these big one's with fixes and so on.
- Is there a plan to add a proper waterlevel feature for displacements ? it's kinda necessary
Thanks again Tom, i appreciate your feedback as always.
/ Max
Posted: Tue Nov 27, 2007 5:08 pm
by Mihai
let's start with the basic,
once you have placed an instance... how do you move it? how do you change it shadding apperance settings?

(in studio)
Manual, pages 92, 95.
Posted: Tue Nov 27, 2007 5:17 pm
by Leonardo
I don't know in "Uzbjeckiazutjenikitzistan" but in America we don't read manuals
I figure out how to move the instances...I'm still looking for the other

Posted: Tue Nov 27, 2007 5:19 pm
by Mihai
Keep looking then

Posted: Tue Nov 27, 2007 5:33 pm
by Leonardo
Mihai wrote:Keep looking then

instance shadding... is not there... we are stuck looking at boxes
