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Cache/extract displacement results

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  • Cache/extract displacement results

    I often use complex displacement setups with vrayDistanceTex and tiled textures to create things like landscapes and rocky environments. It's a great way to get quick results with a ton of complex detail, but the downside is that the results are very difficult to work, and they take a long time to compile at render time.

    I would love to have a way to permanently cache the displaced and subdivided mesh on the disk, so it doesn't have to be generated every time -- and also a way to extract that mesh as ordinary geometry, which can then be optimized like you would a zbrush sculpt, and be used for FX collisions, reference for scene layout, etc.

    I don't remember if it's possible to convert a vrmesh back to editable geometry, but if so, then saving the cached mesh as a vrmesh would be perfect.
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    https://surfaceimperfections.com/
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