Moderator: ChrisHekman
crackfox wrote:is it at all possible to have the tessellation visible in the render as it is in the viewport?
crackfox wrote:thank you,
if i can atleast use it on the ground level, its ofcourse much better than nothing.
as far as memory consumption goes, is it better to use higher density meshes and instance them, as opposed to using displacement maps for finer detail.
crackfox wrote:i think i understand this and can live with it very well.
i was asking this because working with megascans and other ue native assets would be much easier if i didnt have to redo the shaders for octane each time i import something.
so in short, the displacement works but creates more complex meshes and is not memory optimized for octane.
that is fine since on can use the displacement only on the foreground objects if needed.
but can you please clarify: from your other comment i seem to understand that the displacement is height/planar only- or can i use it on uv mapped meshes as usual?
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