From: "Mark Heuymans" <[EMAIL PROTECTED]>

> A small summary:

Whoa , Mark ! :

   Nice job to summarise the current state of affairs in so few
paragraphs . Certainly not whining , but indeed , telling it as
it is .

   Forgive my suedo-top posting , but I would have to agree with
pretty much all your points (below) . Those have been the walls
I ran into with V3.53/V4.5 and I would imagine V5.2 is similiar .

   However , as you say , maybe there are ways ! Anyway , my last
link to this amazing Vue5 Infinte render was lost a couple of days
ago in a deep mail , so I'll repost it , just to show what we may
be striving for as far as instancing goes http://tinyurl.com/byjlt

In a rare attempt to keep it short I shall bid "Adieu" & good luck.

Garry Curtis
http://www.niagara.com/~studio







> One little idea imitate Vue's brilliant 'Ecosystems' by distributing
> instances of plants, rocks etc over a surface, according to VSL channels
> (depending on height and slope, or even WM erosion flowmaps). Or is that
> already possible... I'll have to check that out. Scripting?

> So far, I find working with hi-res meshes the most promising way. I've
> worked with 1024x1024 meshes but only in phong-shaded poly mode. Setting
> Undo levels to 0 helps in managing these big meshes.
> Smooth mode is out of the question here, which rules out displacement. The
> polys show up especially near the shadows if you get too close. Special
> landscape software can suffer from this too but they have ways to hide it.
> Perhaps if we could displace meshes in poly mode...
>
> Theoretically, you could use a low-res smooth mesh that represents large
> scale features and displace this with a hires mapping, generated from the
> same landscape. This should superimpose small-scale details on the rough
> mesh without  huge displacement values. I haven't got convincing results
> yet... YET.
>
> I did manage to displace a flat mesh with a hires HDR file but how to edit
> displacement-based landscape scenes if you don't see the surface in
> realtime. And displacement falls apart if you get too close - a typical
> landscape problem. Very useful for high altitude and space shots though.
>
> OK, I'm stumbling on a few bottlenecks in RS landscapes.
> - vegetation. We now have instances, the Interpolator, raytraced curves
etc
> which is great. However, a few reasonably detailed trees are enough to
> choke RS, both in editing and rendering. I don't know how other programs
> manage this, probably some kind of distance-dependant mesh complexity.
> - artifacts can pop up in both poly and displacement rendering.
> - getting close is another issue. It's hard to get 'into' the landscape.
>
> All this doesn't mean I'm whining about RS; most of these issues are also
> present to a degree in other software. RS is an ultimate allround 3d tool
> and I don't blame it for having some trouble with very specialistic stuff.
> Maybe with a few extra features and/or optimizations it could make a big
> jump ahead!
>
> One little idea imitate Vue's brilliant 'Ecosystems' by distributing
> instances of plants, rocks etc over a surface, according to VSL channels
> (depending on height and slope, or even WM erosion flowmaps). Or is that
> already possible... I'll have to check that out. Scripting?
> More to follow,
> Mark H









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