Hi Vesa,
To render the scenes I am currently dealing with, the improvement would
need
to be in the region of 7 times faster to make them commercially viable.
ya but ... :
So far the discussion has been a 'Chinese Puzzle Guessing Game' .
Without at least a cut-down version of what you're trying to rend-
er , it's literally impossible to know what the actual slowdown
or bottlenecks are .
Garry,
Good point: it all depends on the combination of all render settings and
shaders, camera position, scale, etc...
In my experience, you get into trouble if the camera is getting too close
and too much 'inside' the displaced object (landscapes).
Also, I noticed that the mesh resolution (preferrably an SDS mesh with
'extrapolate boundary" activated) can be reduced quite a bit before you
notice artifacts, this can be a big time saver. I had many scenes where this
was as high as 30x30, completely unnecessary and dragging down render times
considerably.
On my wishlist for V6 is displacement for non-smoothed poly and triset
meshes!
The problem is usually not the displacement mapping at all ,
but quite often is simply due to RS trying to anti-alias very
fine details that are a result of using displacement mapping ,
especially if higher render quality settings are being used .
We had an almost identical discussion here several years ago
where an individual claimed that RS was not capable of any kind
of displacement mapping at all . He eventually posted his Disp-
map and Frank Dodd rendered it absolutely perfectly with an ex-
tremely fast render time .
studio
I remember that: great example :)
my 2 cts,
Mark H