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.
>>>
>>>
>>>
>
>

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