453e47e2$1@news.povray.org...
> See what you gain? Your modeler now needs to first generate the
> displacement
> map. The displacement map images have lower precision than the original
> mesh, and POV-Ray needs an additional processing step to turn the
> displacement map back into more triangles (or you use geometry caching,
> which makes rendering somewhat slower but reduces memory need).
I've been using displacement maps (with subpolygon displacements) in two
other renderers and these maps are either painted or generated procedurally
(on the fly), not generated by a modeler. The workflow is to create a mesh
with as few polygons as possible and then create the fine details through
displacement. The benefit is that you can keep a relatively low-res mesh
that is easy to manipulate (and change if necessary) and fine-tune its
displacement map(s) directly in Photoshop or through procedural materials.
G.
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