subspark wrote:Lose the attitude thanks blackshore. 3d textures will slide with no correlation to movement. In other words details will appear to swim which produce undesierable and unreleatic results.
That's not how one uses 3d textures for deforming object. You need to bake the underlying mesh threw the entire sequence and it will run it frame by frame.
You getting resistance from me is not necessary something you should see as something bad, I'm questioning your logic.
subspark wrote:Displacement maps work marvellously for realistic animated creatures such as dinosaurs.
My argument was not if displacement maps worked, my argument was that the function of a displacement map is to push vertices in one axis and how that would improve the absorption and scattering of the creatures underlying anatomy.
Mentioning displacement in this context is abstract at it's finest.
Displacement only pushes vertex in one axis, which means subd-mesh+texture. This will add more to memory than just having the mesh.
subspark wrote:You didn’t specity your ultimate goal or what equipment you’re using, howeve you could use a number of high resolution textures, for quality output with no detectable stretching.
Combined with a skin/muscle system you could render out some holywood-level shots.
Go for it CarbonIX!
No one was talking about stretching, no one was talking about high res textures. You are yet again off rails.
Stay in track.