2.0 and Blender
Thanks for the link ! Displacement at rendering time existed in Blender 2.49 (I have just tested) , but it was not subdivided, and so, was useless as the displacement modifier gave a better control.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
- dionysiusmarquis
- Posts: 159
- Joined: Mon Nov 04, 2013 9:29 pm
Maybe it's something similar to this (at 0:19):ROUBAL wrote: If it is Micro-Displacement, I would say yes, but I may be wrong. It may also add subdivision levels to the model at rendering time. I don't really understand the response of Abstrax :
Abstrax answered :
I guess it's what you would call "raster displacement", i.e. the placement is not done per vertex, but at a specific resolution in UV space (which is user specified).
[youtube]http://www.youtube.com/watch?v=gcAsJdo7dME&t=0m17s[/youtube]
YES ! It would be great ! Not much memory consuming.
Parallax Occlusion mapping is used in the preview window of Crazy Bump Professional, but it doesn't show relief on the edges. This demo of Silhouettes is impressive !
I found this one, also very nice :
Parallax Occlusion mapping is used in the preview window of Crazy Bump Professional, but it doesn't show relief on the edges. This demo of Silhouettes is impressive !
I found this one, also very nice :
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.