Fortunately I didn't wait for Maya to be an alcoholic! But having working in production before definitely turned me as one :D.
On Thu, Aug 9, 2012 at 11:01 AM, olivier jeannel <olivier.jean...@noos.fr>wrote: > Maya turned you into an alchoolic... > > > Le 09/08/2012 14:11, Guillaume Laforge a écrit : > > Hi Tim, > > Service Beer Packs are only for bugs fixing. So I won't be able to add > any feature. > However, if you can send me a pack of this > product<http://www.mentalfloss.com/blogs/archives/130875>, maybe > I will do an exception ;). > > On Thu, Aug 9, 2012 at 5:44 AM, Tim Leydecker <bauero...@gmx.de> wrote: > >> 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愀 view isn愒 displaced. >> >> I惴 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愀 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愀 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. >>> >>> >>> > >