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what you talking about? Softimage, Maya, Lightwave and Houdini all do that (though in the case of Lightwave, its subd not NURBS as it ain't got NURBS) and I'm pretty sure MAX can do it too.Shinobi said:hmmm..
seems funny to me that no 3d program has a feature where it adpatively subdivedes the mesh to fit the requirements of a displacenment map in the rendering process (so all you viewprot work stays smooth)
yeah now i can see it a bit better, there's really not the amount of displacement I was talking about. I showed you that godzilla model as an example of the sort of thing I'm talking about.clarky003 said:i just edited it and added another with better lighting,, (the lighting is dark because for some reason,, I get a Doom 3 feeling with your creature )
edit: and its still subdivided polygons,, im just lucky ive got a decent computer and was able to optimise.
clarky003 said:I tried alot more displacement on a previous, render, (which i didnt post) but it really was dreadful,
Fenric said:what you talking about? Softimage, Maya, Lightwave and Houdini all do that (though in the case of Lightwave, its subd not NURBS as it ain't got NURBS) and I'm pretty sure MAX can do it too.
MAX these days is pretty good (even though I'm not a fan of it) so I'd be very surprised if the display model had to have the same subdivision as at rendertime. The others all let you go crazy on the subd levels, both display and render independantly of the other. Comes in incredibly handy for doing displacement map terrains. Work with a relativly low display model that you can move around in realtime, render it with stupidly high detailShinobi said:oh really? crap.,... my max teacher told me I'd have to subdivide the mesh then render it (which brings the computer to it's knees), maybe it's a max thing or maybe he just didn't realise
I'll have to mess around with maya and find out how to do that
Clarky, how long have you been modelling and skinning because you are quiet talented? But yet you didn;t know how to smooth groups?
Brian Damage said:[robot voice] Non-Uniform Rational B Splines [/robot voice]
Aren't they just a method of modelling that uses formulae to work out a surface based upon a load of Bezier curves?