Here's something I've just found that I don't think I've seen documented or in any changelogs.
When you make a rock object, you can give it smooth normals, loads of faces and use it a sphere object that can be ray trace rendered, and populated, unlike the default sphere, which can't to either. That's not the new thing I've found, I often do this.
What
is interesting is the little input node on top of a rock object. The surface shaders are all inside, as is
their input node, at default.
But this other little input that is visible on the rock node is called 'Mesh Displacer'!
So, rock objects can use RTO, with
real mesh displacement, AND bump mapping for shading! Obviously, since it's actual 'mesh' displacement, the more faces your rock has, the better, so the mesh displacer has lots of points to work on.
Did you know that? I didn't!
Here's two preview render shots:
Default:
[attachimg=#]
With Fractal:
[attachimg=#]
I'm chuffed to bits with that, great!
Why have I never seen this before, I usually read all the changelogs thoroughly, and several times.
Also, there's no options in the settings panel for a rock object to assign a mesh displacer. I wonder why it's never been drawn attention to before? I'm sure I've never even heard mention of this feature.
I'm usually wrong, mind you!