Ridley5 opened this issue on Jul 26, 2010 · 1724 posts
odf posted Mon, 23 August 2010 at 9:15 PM
Quote - > Quote - This reminds me: from the scene file description, it looks like displacement is done in the mesh, not the material. That makes sense to me, since displacement does in fact change the shape of what is rendered. I don't quite understand the details yet, but it seems that one has to specify a subdivision level as well for the displacement to take effect. If that's in fact the case, that would mean that the higher the level, the more details one would get.
Of course that it can be done in the mesh, but the purpose of displacement maps is lost.
Displacement map were invented just to give a geometry tiny details without the need of using a lot of polygons for these details.
A geometry with fine details will be much correct than using displacement maps that are only a trick, but a mesh of 50k polygons will turn into a million polygons mesh.
Just to be clear: you don't have to pass a mesh with a million polygons to Lux. You pass in the 50k mesh and your displacement map, and it generates the finer mesh internally (or so it looks, but I may be wrong). Every renderer that does displacement correctly has to have some kind of internal representation of a refined mesh with displacement applied.
Anyway, I may be misunderstanding what Lux does, so it makes no sense to discuss this further until I do.
-- I'm not mad at you, just Westphalian.