Started by Dune, April 01, 2021, 05:20:32 am
Quote from: sboerner on April 01, 2021, 11:08:30 am- Ulco, would you recommend this as a new workflow for water and other reflective surfaces?- This might be less practical for large land surfaces because the resulting object isn't a planet, which means distribution and surface shaders should be set to "Use Y," correct? So if the original surface was generated from a large area, where the earth's curvature is noticeable, the resulting Y-keyed distributions on the object surface would be out of whack. (There may also be issues placing populations?)- But for smaller foreground areas, or nonanimated water surfaces, this could be a lifesaver. When I disabled the planet (along with the atmosphere) in Ulco's scene and disabled all of the reflection/refraction settings in the water shader (leaving only displacements), TG exported the obj mesh very quickly, in just a few seconds. (I guess I could have disabled the sunlight as well.) Seems like this would be a very practical workflow for still images.
Quote from: WAS on April 01, 2021, 03:33:04 pm...Quick note: However, there was an issue. The MeshLab object was no longer viewable in Poseray. It would load, but take a very long time, way longer than raw TG file. Then, it would be a blank preview, but when you select a material, the whole viewport goes red. So I tried zooming out... into infinity... and couldn't get the object to ever show. Lol
Quote from: undefinedPerhaps making the object is even faster if you disable literally everything but the lake displacement.
Quote from: undefinedBut I agree, it's not for every scene, but specifically for tediously plodding along areas, like rough, transparent water with upped subdiv settings and say rocks on bottom.
QuoteCurious are you sure that you did not accidentally added displacement to the imported object?
Quote from: sboerner on April 02, 2021, 01:19:05 pmQuote from: undefinedCurious are you sure that you did not accidentally added displacement to the imported object?I used a copy of the original water shader but set everything on the Waves tab to zero. That should remove all the displacements, right?When I exported the object I did the opposite - kept the Waves tab settings but zeroed out everything in the Reflections and Sub-surface tabs. Just to speed up the mesh export.
Quote from: undefinedCurious are you sure that you did not accidentally added displacement to the imported object?
Quote from: Kadri on April 02, 2021, 05:53:08 amJordan regarding subdividing, i am not sure that this is the best way especially if the exported object is a detailed big object already. You are actually smoothing the object this way. You loose some hard-edges detail depending on the polygons etc.If you did this to all your objects some of the changing detail could be because of this.Regarding holes, if you still want to subdivide an object after you cleaned it, there is a "close holes" command in Lightwave for such problems. I am sure Blender and others have something like that too. Then subdividing would be much better. But i still would caution about this as i said.