odf opened this issue on Dec 16, 2021 ยท 223 posts
odf posted Wed, 22 December 2021 at 8:14 PM Online Now!
So now I'm actually wondering what to work on first: the "baking down" of the displacement to the lower subdivision levels (all the way down to the base level) or the fixing of the lateral displacement in the higher levels.
The former seems to deliver more value right away because it would take care of all the low-frequency lateral displacement, which can be handled easily at the base level, and it would produce a morph that can be used at any desired subdivision level. Which I think is kind of crucial, because if we always rendered everything at the highest resolution, we could just as well use higher-res figures to start with.
The latter seems more like the icing on the cake (no pun intended). Depending on how close I can get to the actual u and v directions used inside Poser, I might potentially and with some luck get a bit more accuracy in the details relative to the original sculpt. Note the pile of qualifications there. :grin: But honestly, I have no good intuition as how important the higher frequency lateral displacement is in the "real" world. I suspect the answer, as so often, might be it depends.
Opinions?
-- I'm not mad at you, just Westphalian.