Mark,

These landscape jpgs you're posting are magnificent ... artifacts and all.

Many thanks.

Neil Cooke

----- Original Message -----
From: "Mark Heuymans" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Tuesday, November 01, 2005 6:19 AM
Subject: Re: WorldMachine and RS and Displacement and Height maps ...
ADDENDUM


> At 02:29 PM 10/31/2005 +0000, you wrote:
> >Thanks for that. I see your point about the HDR, as 256 discrete steps
> >covering a large displacement can't be solved through interpolation.
> >
> >I'll note an optimisation I don't know if you're aware of or not. In the
> >given example the greyscale image ranges from 0 to something like 128. In
> >your bump displacement you set bump amount to -0.24. Now because the
image
> >intensity is only halfway of the maximum  range (all BMP's range 0 to 1
for
> >0 to 255 scale, the actual range of displament is 0 to -0.12. If you load
> >the bmp into PS and histogram it to the full range of 0 to 255, then set
the
> >RS bump to -0.12, you get the same level of displacement but rendered
much
> >faster (alternatively you can load the texture and apply a curve in RS
but
> >the PS method has less overhead). That's because RS has to look for pixel
> >displacements up to the maximum, whether you use that peak level or not.
> >Setting a lower peak and ensuring your bumpmap covers the full spectrum
> >makes a big difference.
> >
> >David Coombes
> >[EMAIL PROTECTED]
>
>
> You are right about all that, it can be optimized but I'm too lazy  ;)
> One thing to keep in mind when working with HDR is its unclear output
> range. Ideally, the middle of the range should be zero displacement. I'm
> just substracting a constant now, by trial & error... it can help to
reduce
> the total required amount of displacement.
>
> All in all, I don't know if they optimized displacement in SP2 but I have
> the impression it's much faster now than it used to be. Yesterday I was
> working on a new big scene with 2048*2048 mappings and this rendered quite
> easily in <10 minutes even with high quality render settings! :)
> It starts to get worse if the resolution of the mesh is increased too
much.
> But if it's too low there's a bigger chance of artifacts.
>
> The main problem I had was artifacts, like here:
> http://www.xs4all.nl/~ath8n0r/div/big03l_artifacts.jpg
> I think they can pop up when you get too close... here's another render
> where the camera is higher, that's almost free of artifacts:
> http://www.xs4all.nl/~ath8n0r/div/big02.jpg
>
> If anyone can find a way to get rid of this phenomenon I'd be happy to
hear it!
>
> Another issue: I'm still not sure if a displaced surface has the correct
> slope angle in VSL. This could be a problem with slope-sensitive
materials.
> Something to check out tonight... I'm also curious if 4096*4096 is still
> manageable ;)
>
> happy rendering,
> Mark H
>
>

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