(Open)Subdiv and Displacement shapes

Discussion related to the Engine functionality, implementations and API.
Racleborg
Posts: 467
Joined: Sat Apr 07, 2018 10:31 am
Location: UK

Re: (Open)Subdiv and Displacement shapes

Post by Racleborg » Sun Oct 13, 2019 3:27 pm

Edit. Also about the adaptivness, the only case I would find it useful are huge assets like terrains. For smaller objects, products, I don't see any need for adaptivness, could produce bad edges etc.
I quite like (optional) adaptiveness as it can be cool for zooming in on an object from a distance.

happyboy
Posts: 63
Joined: Sat Jun 22, 2019 5:39 am

Re: (Open)Subdiv and Displacement shapes

Post by happyboy » Mon Oct 14, 2019 4:02 am

That's fantastic!!!
Dade wrote:
Sun Oct 13, 2019 12:42 pm
From https://3dtextures.me/2019/09/30/fabric-padded-004:
I'm very much interested in this one. We have a large number of diffuse textures like this. We tried to use photoshop to manually make bump maps from the diffuse textures, but that's too slow. Later we tried to use VRay's VRayColor2Bump texture to automatically convert diffuse maps to bump maps. It's not perfect, but better than nothing.

So I wonder whether it's easy to add such auto/semi-auto ways to convert diffuse maps to a good bump/normal/displacement map? Displacement map is preferred because silhouette is often important to us. If that's not easy, could any one suggest a workflow for us to make/use displacement maps without too much human intervention? Thanks!

User avatar
alpistinho
Developer
Developer
Posts: 168
Joined: Thu Jul 05, 2018 11:38 pm
Location: Rio de Janeiro

Re: (Open)Subdiv and Displacement shapes

Post by alpistinho » Mon Oct 14, 2019 4:16 am

Have you seen this Normal map generator from B.Y.O.B?

https://github.com/Theverat/NormalmapGenerator
Support LuxCoreRender project with salts and bounties

happyboy
Posts: 63
Joined: Sat Jun 22, 2019 5:39 am

Re: (Open)Subdiv and Displacement shapes

Post by happyboy » Mon Oct 14, 2019 7:58 am

alpistinho wrote:
Mon Oct 14, 2019 4:16 am
Have you seen this Normal map generator from B.Y.O.B?

https://github.com/Theverat/NormalmapGenerator
Ahhhh! How can I miss this one? I'll try it out ASAP. Can I ask questions about it here? It looks like not directly related to LuxCore?

User avatar
B.Y.O.B.
Developer
Developer
Posts: 2997
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: (Open)Subdiv and Displacement shapes

Post by B.Y.O.B. » Mon Oct 14, 2019 8:14 am

happyboy wrote:
Mon Oct 14, 2019 7:58 am
Can I ask questions about it here?
Better open a github issue in that repo.
Support LuxCoreRender project with salts and bounties

User avatar
Dade
Developer
Developer
Posts: 3260
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: (Open)Subdiv and Displacement shapes

Post by Dade » Mon Oct 14, 2019 9:55 am

Added the support for vector displacement. Added a new paragraph to the first post with an explanation and some (sick !) example.
Support LuxCoreRender project with salts and bounties

User avatar
B.Y.O.B.
Developer
Developer
Posts: 2997
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: (Open)Subdiv and Displacement shapes

Post by B.Y.O.B. » Mon Oct 14, 2019 10:01 am

That earball is hilarious.
Support LuxCoreRender project with salts and bounties

User avatar
Sharlybg
Donor
Donor
Posts: 1525
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: (Open)Subdiv and Displacement shapes

Post by Sharlybg » Mon Oct 14, 2019 11:09 am

Impressive theses vector displacement :o
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA

User avatar
Dade
Developer
Developer
Posts: 3260
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: (Open)Subdiv and Displacement shapes

Post by Dade » Tue Oct 15, 2019 3:18 pm

Added the support for OpenMP (i.e. multi-threads) and mesh boundaries sharpening. A subdivided plane, before:

edge1.jpg

and now:

edge2.jpg

I assume no one is interested in rounded mesh boundaries so it is always enabled.
Support LuxCoreRender project with salts and bounties

User avatar
B.Y.O.B.
Developer
Developer
Posts: 2997
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: (Open)Subdiv and Displacement shapes

Post by B.Y.O.B. » Tue Oct 15, 2019 4:07 pm

Nice.
By the way, what happens to the intermediate shapes after the session is started?
When doing subdivision + displacement, we have:
- original mesh (no longer needed if not instanced)
- subdivided mesh (no longer needed)
- displaced mesh (needed during render)

Maybe more, due to e.g. pointiness.
Are the meshes that are no longer needed for the render deleted automatically by LuxCore, or does the caller (e.g. the Blender addon) have to delete them with scene.RemoveUnusedMeshes()?
Support LuxCoreRender project with salts and bounties

Post Reply