Patch Sizes and Scales

Started by WAS, July 05, 2019, 11:39:48 PM

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WAS

Let's say I am working in a real-scale scene, and am using lateral displacement on a fine scale level, with a patch size 0.01-0.1, I notice the shader previews and results are pretty jagged until you up the patch size until your desired shapes sorts get lost, on top of that when you are using a small patch scale and later with hard edges render times is really long.

My question is, would working in a non-real world scale be more appropriate so that "fine" detail isn't really actually that fine and maybe easier for the renderer to compute?

I have some lava and crust shaders that work well by themselves with their fine level lateral, but as soon as I use lateral for a actual scene, like lifted blobbed flows, things slow down to a crawl at even mpd 0.4 aa 2. We are talking an hour+ for a 720p image.

This question may be more directed at Matt or Oshyan that may be familiar with how this is handled.

I haven't tried cause it means rebuilding a lot.