- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content

Link Copied

- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content

No, the displacement mapping is only implemented for subdivision surfaces.

- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content

- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content

Yes you can render each triangle mesh also as subdivision surface. However, triangle meshes sometimes have large triangle fans that the Embree subdivision implementation can currently not handle. It will drop these fans during rendering.

- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content

- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content

What values did you set for the edge tessellation levels and did you specify a displacement function for the simple cube and sphere geometry?

Embree's interpolation tutorial uses also some simple triangle-based geometry, so you could double-check the tutorial code with your implementation.

If there are still artifacts visible could you post some example code so that we can quickly reproduce the issue?

Thanks a lot,

Carsten.

- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content

- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content

In line 65 of the displacement tutorial you can switch the cube to a triangle cube.

You are right that there are some cracks at the triangles, probably caused by wrong geometry normals. We will work on that.

- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content

- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content

- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content

You can have duplicate vertices, this will not be a problem.

- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content

- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content

Ok, your cube is rendered that way because you no not have shared vertices. If the vertices are not shared you still define a valid subdivision surface, however, each triangle will get subdivided separately of the other triangles, resulting in the subdivision you see. To properly render the cube you have to share all vertices.

- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content

- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content

"primID" refers to the n-th primitive in an object. "geomID" to the n-th object.

- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content

- Subscribe to RSS Feed
- Mark Topic as New
- Mark Topic as Read
- Float this Topic for Current User
- Bookmark
- Subscribe
- Printer Friendly Page