Little_Dragon opened this issue on Nov 16, 2009 · 191 posts
vilters posted Sun, 22 November 2009 at 2:48 AM
Now i am going OFF limits.
Displacement !
A Displacement map, makes objects "bigger". They are in themat room, and only "surface" when rendering; artificially incresing poly count, and putting a "skin" armund the origional obj surface.
Actually, poly count can become pixel count.
Greatly increasing render times (normal) and making transparance, and reflection calculations difficult; (normal, a lot more surfaces to count on and from)
Problem:
When using a cloth room, cloth is calculated around the origional obj.
Once the cloth is formed, and you render, the displacement map comes poking through the cloth. If it where cars, there would be many accidents.
Same for a close fitting skull cap (to put dynamic hair on).
The scull cap is on the head, OK, put the scul cap over a head with a displacement map, and again, polygon interference and accidents.
Put collision "ON" and the result can be garbage.
How will a normal map in Poser react?
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!