Playing with displacement
Posted: Thu Apr 23, 2020 8:46 am
Hi, just messing around with displacement. Critics are appreciated.
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The level of subdivision in the node shader is 2.Sharlybg wrote: Thu Apr 23, 2020 5:33 pm You can use less subdivision level in the node shader and add a real subsurf modifier to get rid of sharp jagged triangle.
Yes, it's for the wrinkles.Sharlybg wrote: Fri Apr 24, 2020 8:29 am You already have a subdivision plus displace modifier that give you the shape of mountains. I don't understand the point of the shader base displacement now.
Or wait it is for the straight wrinkle ok.
For me, computation is a very big issue. I'm using a low-end computer without a gpu. I can't even run Blender 2.8+ on it without some hack. But I don't know if using only the shader displacement increase computation or not. I haven't made a benchmark myself.Sharlybg wrote: Fri Apr 24, 2020 8:29 am Normally all that can be done in shader base displace and simplified.
But probably your wait avoid higher computation due to lower subdivision in node base displacement. I have to test.