I quite like (optional) adaptiveness as it can be cool for zooming in on an object from a distance.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.
(Open)Subdiv and Displacement shapes
Re: (Open)Subdiv and Displacement shapes
Re: (Open)Subdiv and Displacement shapes
That's fantastic!!!
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!
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!
- alpistinho
- Developer
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- Location: Rio de Janeiro
Re: (Open)Subdiv and Displacement shapes
Have you seen this Normal map generator from B.Y.O.B?
https://github.com/Theverat/NormalmapGenerator
https://github.com/Theverat/NormalmapGenerator
Re: (Open)Subdiv and Displacement shapes
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?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
Re: (Open)Subdiv and Displacement shapes
Better open a github issue in that repo.
Re: (Open)Subdiv and Displacement shapes
Added the support for vector displacement. Added a new paragraph to the first post with an explanation and some (sick !) example.
Re: (Open)Subdiv and Displacement shapes
That earball is hilarious.
Re: (Open)Subdiv and Displacement shapes
Impressive theses vector displacement
Re: (Open)Subdiv and Displacement shapes
Added the support for OpenMP (i.e. multi-threads) and mesh boundaries sharpening. A subdivided plane, before:
and now:
I assume no one is interested in rounded mesh boundaries so it is always enabled.
and now:
I assume no one is interested in rounded mesh boundaries so it is always enabled.
Re: (Open)Subdiv and Displacement shapes
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()?
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()?