Everything related to http://resources.maxwellrender.com
By Polyxo
#261584
polynurb wrote: @polyxo: I don`t know what software you use; I use rhino...
Same here.
polynurb wrote: the mesher options allow me to create a perfect quad mesh structure..
You're kidding, right? :)
Not even Rhino developers would say this, at least talking of objects other than, say a sphere. No object with trims inside Rhino has a perfect quad mesh, regardless of the time spent, finetuning the mesh.
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By Mihai
#261586
It doesn't have to be absolutely square quads, but avoid very disproportionate quads or triangles, like very tall but very thin. Moi3D has some very good meshing options and can import Rhino files.
By Polyxo
#261589
Mihai wrote:It doesn't have to be absolutely square quads, but avoid very disproportionate quads or triangles, like very tall but very thin. Moi3D has some very good meshing options and can import Rhino files.
Thanks Mihai!
Any general recommendation about mesh density? How does it relate to the resolution of the displacement-texture? Should we try to get things "evenly meshed (same resolution on faces and fillets) to have the most regular effect?
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By polynurb
#261592
Du nimmst mich aber auch beim wort :D

ok. agreed.... but it is just the trims:
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Last edited by polynurb on Mon Sep 17, 2012 4:12 pm, edited 1 time in total.
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By tom
#261636
Polyxo wrote:
tom wrote:
turbo2000 wrote:Btw, is it stupid to use displacment on large surfaces, like exterior walls?
As long as you subdivide your walls first, it's not a problem.
Tom,
Maxwell displacement is supposed to work mesh density independant. However, there's quite a few examples, which got posted lately which show, that the underlying mesh and its flow are obviously not irrelevant at all...
Holger, there's a misconception. Maxwell displacement is not mesh density dependant at all. But you wouldn't want to render your scene at a very low benchmark while you can benefit from subdividing the initial geometry and then use a low precision value. That's all about it and take it as a suggestion. There's no constant relation between mesh density, precision value and texture resolution. There are few basics you need to know and they are:

- Lower precision renders faster
- Precision is texture resolution independant
- Adaptive is texture resolution dependant
- More initial base density helps you achieve same quality using a lower precision
- Adaptive precision is just for auto-locking/setting the precision to the max value that texture can express
By Polyxo
#261658
Thank you Tom!
I may be dumb: What is it else but a dependancy when the engine renders faster with a subdivided mesh than with a coarse version? :)

Helpful summary though!
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By tom
#261662
Polyxo wrote:What is it...
Quality. It doesn't need any subdivision as long as a sufficient amount of precision set. The difference is other displacement engines pre-tesselate the geometry and are limited with system memory but Maxwell can render infinite detail of displacement on-the-fly without pre-tesselation.
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