Just wondering if anyone could inform me as to how to get micro-displaced terrain to render correctly in the latest builds?
The addition of the displacement node and probably some other stuff has obviously changed how it works.
Used to just be that one would have two multiply nodes, the first set to the height of your terrain and the second set to 10. But now that, along with the new node, appears to throw the result off in two axis’, rather than having it just in the z axis.
No, the modifier settings are the same as before, that is for the subdivision portion of the feature. The changes are for the displacement part of the functionality, in order to support vector displacement (there’s a second node for that). The material panel setting was changed a little bit. It’s still the same 3 options, but they’ve been renamed, and the default is now “displacement” (that setting was formerly called “true”). Previously it was “bump” by default. Note that old scene files opened with newer Blender will still use “bump”, you don’t need to change it back.
Also, for displacement you don’t need to enable “experimental” features anymore. You do still need “experimental” enabled for the adaptive subdivision though.
You can do Vector Displacement now which means you can “displace sideways” and geometry overhanging.
The blue value displaces upwards and the red and green values displace sideways.
Here is an image i rendered as a test with vector displacement. The object is a simple plane. All the geometry is generated by the shader.
You have to set the adaptive subdivision to a relatively low dicing value (I used 0.25) which will subdivide the geometry a lot. These images took almost 30 GB of Ram to render.
And there is!
You just need the low poly and the high poly to share the same UV coordinates.
Bake the object coordinates of the high poly objects, subtract the object coordinates of the low poly objects, and done!
thats super cool. Thanks for sharing your knowledge and work. This opens a lots of new things to me and slowly I understand how that vector displacement works. Thank a lot !
A scene that needs 30 gigs of RAM can only work on the CPU (there are no graphics cards out there right now that contain that much memory in VRAM). The exception is if you use out of core memory or a card with an HBCC controller, but it will have a cost in performance.
Where, there are rumors of future pro cards from AMD that might push 32 gigs, but they will probably be quite pricey.
Though such a card is probably at the high end of the Quadro class (ie. well out of reach for nearly everyone on this forum except for those in larger studios).