Author Topic: Micropoly detail  (Read 1297 times)

Offline bobbystahr

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Re: Micropoly detail
« Reply #15 on: February 22, 2017, 06:07:43 AM »
Bobby, in a situation like your test case you have notable terrain elements visible. So reducing micropoly detail that significantly is obviously affecting your terrain rendering quality. I would be less extreme with it in such a situation. Most of the other tests here are, I think, referring to situations where little or no terrain is actually visible (for example when totally covered by plant objects). But I understand yours may have just been a test to see how it goes. I just want to make sure you do not intend to ultimately use .1 micropoly detail in an average scene where terrain might be visible.

- Oshyan

You're quite right, just testing extremes. i will likely use it more in indoor renders though...just doing controls for when my workstation is up and running again so i wil be able to tell if it's functioning well or poorly. You'll notice I have 8 populations in this render and on only 8 G RAM so if memory is my problem it looks like what's in there is bad and not too little...although as I put aside enough for 32 G I intend to get that.
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Offline Hannes

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Re: Micropoly detail
« Reply #16 on: February 22, 2017, 09:46:40 PM »
Just found out that you have to import a plane object if you want to have water. The internal water object looks pixelated like the terrain with such low settings. An imported one look good.

Offline bobbystahr

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Re: Micropoly detail
« Reply #17 on: February 23, 2017, 12:20:52 AM »
Just found out that you have to import a plane object if you want to have water. The internal water object looks pixelated like the terrain with such low settings. An imported one look good.

Huh?   I just did this....just painted on the ground. Not sure if I did that in the one I shared.


If you use Disp Offset on the grass/ground layer of 10-20 you can get edges on the river.
« Last Edit: February 23, 2017, 01:50:45 AM by bobbystahr »
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Offline Dune

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Re: Micropoly detail
« Reply #18 on: February 23, 2017, 06:13:54 AM »
@Hannes: but the imported plane wouldn't have real displacement, just bump, or it would have to extremely fine-meshed. For relatively flat water it's a great solution, however.
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Offline Hannes

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Re: Micropoly detail
« Reply #19 on: February 23, 2017, 06:39:25 AM »
Huh?   I just did this....just painted on the ground. Not sure if I did that in the one I shared.

I mean, when you're using a MD of 0.1.

@Hannes: but the imported plane wouldn't have real displacement, just bump, or it would have to extremely fine-meshed. For relatively flat water it's a great solution, however.

That's true.

Offline Hannes

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Re: Micropoly detail
« Reply #20 on: February 23, 2017, 07:17:12 AM »
Don't get me wrong. This would be of course a very rare situation. At the moment I am improving the old scene I showed in Reply 4 of this thread, and I want some water showing through between these buildings or ruins or whatever this is. So, what I mean is, use an imported plane for water, if all you see otherwise is objects, and you're using a MD of 0.1.

Offline bobbystahr

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Re: Micropoly detail
« Reply #21 on: February 25, 2017, 12:26:03 AM »
Don't get me wrong. This would be of course a very rare situation. At the moment I am improving the old scene I showed in Reply 4 of this thread, and I want some water showing through between these buildings or ruins or whatever this is. So, what I mean is, use an imported plane for water, if all you see otherwise is objects, and you're using a MD of 0.1.

Gotcha, was confused( a normal state)about what you were going for...
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