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mmmmwwwww

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    windows
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    intel

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  1. I will look into any "freeze" solution! I did try to apply the displace modifier instead, but like you said, I ran into memory problems, plus the modifier didn't seem to get all the 32bit info which resulted in inaccurate displacement.
  2. Hi there, again walking into an issue with render times 😉 I have a very dense plane (1000x1000 with Arnold subdivs on 3 iterations), with a huge displacement map on it 64k (1gb in size). Material itself is black and I use a long but thin light to create some kind of scanning bar light across the plane. Render settings are very low, so one frame takes 5 seconds in the IPR window. It takes over 2 minutes in the Picture viewer. I assume because it has to calculate the subdivs+displacement for every frame, and somehow the IPR window does not when i skip between frames in the timeline? Anyone knows how to get the rendertimes on par with the IPR in this case? Or even better, is there a script or something to just output an animation directly from the IPR?
  3. So back in business! I applied your corrected version, it kind of worked, but found I got weird artifacts on my model. Eventually I think it might have something to do with my mesh model. As for example it reacts weirdly to subdivisions as well. You can set it to 0 or 1, which has an effect, but going higher than 1 does nothing. You have to put yet another SDS on it to have an effect. So maybe its just the mesh that has issues. Anyways, I kinda gave up as its not a huge deal in this case, and i cheated a bit with compositing textures to make it look better on the edges, which was my whole reason to have it effect a denser mesh. I know thats not a cool thing to give up, but hey, sometimes it saves you a lot of headaches 😉 Thanks for your help, and maybe these techniques will help me in the future!
  4. My graphics card died on me yesterday 🥲 So will continue this project after I find a replacement...
  5. Tried your first option, but it didn't seam to translate. I put the SDS with the Correction deformer underneath it in a Null. And copied the Vertex Map on the Correction deformer. It didn't seem to do anything in the viewport. And when trying to render it, it just kept preparing. Option 2 is not ideal as it's not live and seems like a last resort, so havent tried that one yet. Option 3 took some time to figure out, but something seems to be happening. I will experiment a bit further with it. Thanks for your help so far!
  6. Hi there, i'm trying to figure out the following. Just a beginner, so please bear with me 🙂 I have a skinned character that is a child of a Subdivision Surface. I'm using a Vertex map tag on the character so I can animate the shader. Although the base model itself is low res, I get a nice gradient on the Vertex map with a Linear field. But now i want to break up the gradient with a noise map on a Random Field. Here is where the problem comes in. The noise map is based on the low res model, and not on the subdivided one. I seems I can't collapse the subdivided character model because then I would lose the skinning. And I can't get the Vertex map tag to work on the subdivision. Any help would be appreciated 🙂
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