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Bring in Terrains: obj or heightfield map with displacement

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Bring in Terrains: obj or heightfield map with displacement

Unread postby lookdev » Tue Feb 05, 2019 8:57 am

I need your advice,if you want to layout a large terrain landscape (1 or multiple terrains) would you go for:
- obj, or
- bring in heightfield maps and somehow use displacement to make the terrain?
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Re: Bring in Terrains: obj or heightfield map with displacem

Unread postby dboude » Tue Feb 05, 2019 9:30 am

Hi,

It depends if you need somehow some flexibility you can use height maps. So you'll be able to fine-tune the height with the displacement value. Otherwise, it's faster to use static meshes.

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Re: Bring in Terrains: obj or heightfield map with displacem

Unread postby esmith » Wed Feb 06, 2019 8:25 pm

You can build it with a height map in Clarisse then export it, then bring it back in to make it static.
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Re: Bring in Terrains: obj or heightfield map with displacem

Unread postby lookdev » Thu Feb 07, 2019 8:26 am

esmith wrote:You can build it with a height map in Clarisse then export it, then bring it back in to make it static.


Could you please elaborate: export it as what format? bring it back as?
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Re: Bring in Terrains: obj or heightfield map with displacem

Unread postby lookdev » Thu Feb 07, 2019 8:28 am

dboude wrote:Hi,
it's faster to use static meshes.


When you say faster you mean in rendering as well?
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Re: Bring in Terrains: obj or heightfield map with displacem

Unread postby dboude » Thu Feb 07, 2019 9:48 am

Not in rendering. The generation of the geometry will be faster.
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Re: Bring in Terrains: obj or heightfield map with displacem

Unread postby esmith » Thu Feb 07, 2019 8:01 pm

lookdev wrote:
esmith wrote:You can build it with a height map in Clarisse then export it, then bring it back in to make it static.


Could you please elaborate: export it as what format? bring it back as?


Unzip and watch. It currently works via the Deformer Displacement, but it's not working with the Material Displacement, which I will look into

Do your displacement, and then you can export the displaced object as an OBJ File>Export>Geometry, and it will "bake" in the displacement.
2019-02-07 10-52-07.rar
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Re: Bring in Terrains: obj or heightfield map with displacem

Unread postby mdkai » Thu Feb 07, 2019 10:01 pm

Also a big difference is that terrain as (abitrary) object, can be manipulated in a much broader aspect (ouside of clarisse) like making a tunnel , or adding shapes with a broader or drasticly changing complexity like bending or distorting.

These are all things not easily possible when using a hightfield based displacement or vector based displacement. Hightfields on the other way are easy to tweak and change, as its just a hightmap and you can add or subtract whatever you like and even animate it to a certain extend.

You can also add animation from mesh with an alembic sequence of course .

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Re: Bring in Terrains: obj or heightfield map with displacem

Unread postby Akam » Thu Feb 07, 2019 11:33 pm

Another aspect besides generation time for the geometry if you use displacement is the memory consumption. I tried it today with an 8k terrain and Clarisse needed around 17 Gig Ram for that, you only need a fracture of that when you use real imported geometry.
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Re: Bring in Terrains: obj or heightfield map with displacem

Unread postby sam » Fri Feb 08, 2019 6:48 am

From a pure geometric standpoint, Displacement is way more efficient memory wise than actual tessellated geometry. However, if you need a lot of texture maps to do the displacement, the weight of these textures also adds up in the memory. Of course the situation can be improved with Stream Map file but you still need to load part of the textures before computing the displace.

@Akam 17GB is quite steep, I really would like to see your setup. 8K texture 32 bit float height map should weight about 250 MB. Multiply by 1.333 if you have mipmaps. I guess the subdivision of your micro-displacement was crazily high (and way higher than the baked polymesh). The Adaptive span count shouldn't be higher than 8000 (higher would be overkill because of the texture size (unless it was tiled))
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