Hi Guillaume,

could you I ask you to add a Service beer pack 2 with
controls to mask only the area visble in camera?

E.g. everything else outside the camera´s view isn´t displaced.

I´m not sure how much of an optimization this is as it depends
solely on how displacement is implemented in general in the renderer.

Would setting adaptive displacement allow for reduced geometry tesselation?

If the object is tesselated even in areas that have 0 height displacement
the mesh´s displacement geometry would still be huge and only the displacemengt
height would be affected by the your network?

It would be nice to know if it´s possible/worth to mix between two shaders,
one with displacement, one without...

Intended uses:

*large terrain
*large ocean
*close detail


Cheers,


tim




On 08.08.2012 19:09, Guillaume Laforge wrote:
Please be aware that Service Beer Pack 1 is now available to all drinkers: 
http://dl.dropbox.com/u/5533643/BlendingDisplacementUsingRayLength_Advantage_Beer_Pack_SP1.scn

Fixed Bug:
Beer Issue 001: If you rotate your object, the displacement height goes with 
the object.

Guillaume

On Wed, Aug 8, 2012 at 12:11 PM, Chris Marshall <chrismarshal...@gmail.com 
<mailto:chrismarshal...@gmail.com>> wrote:

    OK apologies on this. If you rotate your object, the displacement
    height goes with the object. So if you rotate it 180, the bumpy area
    is now away from the camera! That's not what I was expecting.


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