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Bring in Terrains: obj or heightfield map with displacement

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

Unread postby sam » Fri Feb 08, 2019 7:02 am

Here are some stats on a simple example without texture:
Plain Polygrid 8096 spans about 3.2 GB total (pure geometry)
Plain Polygrid 2 spans but 8096 Microdisplacement Spans 1.2 GB total (micro displace geometry)
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Re: Bring in Terrains: obj or heightfield map with displacem

Unread postby Akam » Fri Feb 08, 2019 3:05 pm

I tried it again this time like you did with only a polygrid without texture. With the empty scene Clarisse needs about 354MB. When I create a polygrid and raise the span count to 8000 it goes up to around 6.8 GB
Attachments
Screenshot (9).png
empty scene
Screenshot (8).png
with polygrid 8000 spans
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Re: Bring in Terrains: obj or heightfield map with displacem

Unread postby JJoelBBK » Sat Feb 16, 2019 5:05 pm

what is the real difference between subdividing or adding geometry span ?

i think that everybody want a good tutorial who explain how to set up displacement base on real texture not fractal noise.

we want to see how far clarisse can go with fine displacement details .

i am trying to figure out what is the best methode to use for displacement
adding displacement adaptative space count
adding geometry span
geometry deformer by displacement
or geometry ray subdivision
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Re: Bring in Terrains: obj or heightfield map with displacem

Unread postby lookdev » Mon Feb 18, 2019 7:58 am

JJoelBBK wrote:i think that everybody want a good tutorial who explain how to set up displacement base on real texture not fractal noise.


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

Unread postby Akam » Wed Feb 20, 2019 12:47 pm

Ok, I was wrong. I used the displacement via the deformer and this uses more memory than via a displacement shader. If I use a polygrid with 2 geometry spans and 8096 adaptive spans I get about the same memory consumption as you Sam :)

About your question JJoel:
First I'm also relatively new to Clarisse so what I'm saying is maybe not always correct
what is the real difference between subdividing or adding geometry span ?
Subdivision adds sub-divisons to your geometry. Primarily used to smooth geometry.
If you want to add details you have to raise either the geometry span count or the adaptive span count.
So if you want to bring in an 8k height map you have to raise the span count for geo or adaptive and if you want some smooting on top you can add subdivision ( rarely the case with height maps since you want it to look like from the app you exported )
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Re: Bring in Terrains: obj or heightfield map with displacem

Unread postby sam » Wed Feb 20, 2019 6:42 pm

Hi Akam,

Have you tried looking a the documentation using its search feature? I'm saying this because it would have definitely been quicker to get the reply and you might have missed it.

Even though, I recommend you to also use google. Just googling Clarisse Adaptive Span would have led you directly to https://www.clarissewiki.com/3.6/displa ... _mode.html

You would have had your answer way quicker than posting on our forum :)

Now if the documentation isn't clear, then I'm sure we could share with you more details.
Keep up making great images!
Cheers,
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