You learned your business 101 quickly, Guillaume...

Supply and demand.

I´ll put a few stamp on the bottles and give the postal service folks a try:-)

Don´t hold your breath, thought. That´s a fragile chance.

I may have to make an upgrade to Canada myself first before I can pay you back
with a sixpack or two. Vancouver maybe.

There, see. Selfless. I´d even immigrate to pay you back :-)


Cheers,

tim



On 09.08.2012 14:11, Guillaume Laforge wrote:
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 
<mailto: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/__BlendingDisplacementUsingRayLe__ngth_Advantage_Beer_Pack_SP1.__scn
        
<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> <mailto:chrismarshall3d@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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