Quote from: Tangled-Universe on September 04, 2015, 07:43:10 AM
I don't know which of the 2 options you propose is the fastest in terms of performance in TG?
Perhaps also to develop?
In terms of development, a vector map equivalent of the heightfield export will be easier than the other approach. It really only requires a 3-channel version of a 1-channel workflow that already exists in TG, i.e. bake to a vector field instead of a heightfield, then right click on the heightfield/vectorfield node to save to an image.
In terms of render/generate performance it's probably quicker too, because there's less overhead dealing with micropolygons and the render engine, and maybe easier for the user to set up. But you would be limited to selecting a rectangular region just like you are with a heightfield.
At the moment heightfield generation is only single-threaded, so I will need to make it multi-threaded to make sure it's faster than a micropoly render export, but that won't be difficult.
Quote
Remember the strange raster/grid 'secondary' mesh underneath the main mesh, due to render bucket tiles?
For exporting a seamless (no raster/grid) and gap free mesh I needed to render the micro exporter without "fully adaptive" and as a single thread.
Because of disabling "fully adaptive" there was much less detail compared to rendering with "fully adaptive" enabled.
So I needed to render it single threaded at detail 4 or 5 @ 1-1.5k resolution. That took usually around 12-20 hours.
Not desired.
So if the problems with micro exporter are not easy to fix and thus still require these adjustments in render settings etc., then performance wise the first option would be the easiest and fastest way?
Well, the main advantage of "fully adaptive" is that it increases resolution where the surface stretches due to displacement. If we're talking about a fixed-resolution vector displacement map, it won't be able to put extra detail in these areas either. So there won't be any advantage here. You'll need to increase the overall resolution until you get enough detail in these stretched regions. This is where micropolygon export can theoretically be better at producing uniform detail (barring these issues/faults with the subdivision algorithm which you ran into).
Quote
I like it though that with option 2 you get more different types of output at once.
And it would aim to eliminate a few steps in the pipeline, if the desired product is low-res or mid-res geometry + displacement map. But whenever using any kind of fixed resolution 2d texture map (displacement map, colour map), stretching issues are going to occur depending on the UV mapping, and in this case the UV map will be based on the undisplaced plane/planet, just like with the "vector field" baking and export in option 1.
Matt