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starbase1
05-24-2019, 10:19 AM
Hi All,
I've been using the new Gaea terrain tool with Lightwave, and I'm rather impressed. It generated high bit depth maps or OBJ files, and the Erosion options are wonderfully realistic - it can make separate maps of things like alluvial features, areas eroded, and where the deposits end up, which also help with texturing.

Sample attached.



However I am hitting the limits of memory using the maps as a displacement on a subdiv surface, roughly 4k x 4k maps and 16 million polygons.

(LW 2019 and LW 11.6 no significant difference I can see...)

Is there a way, short of an expensive memory upgrade, of handling more?

Test animation here:
https://vimeo.com/337743742


Thanks,
Nick

rustythe1
05-24-2019, 12:23 PM
instead of using SUBd plane, try using a null with flat plane geometry (add null, properties, primitive, change primitive type to shape, change shape to plane,) its slower to render but has no division limit so will be equal to the image but 0 geometry

XswampyX
05-24-2019, 02:02 PM
instead of using SUBd plane, try using a null with flat plane geometry (add null, properties, primitive, change primitive type to shape, change shape to plane,) its slower to render but has no division limit so will be equal to the image but 0 geometry

Like so.

145069

starbase1
05-24-2019, 03:49 PM
Thanks, will give that a go - sounds like a 2019 thing, yes? Not really got to grips with that yet.

In the meantime, I just finished a short animation of that terrestrial crater, and I'm rather happy with the result! Love the way you can see the debris from the erosion washed towards the middle...

https://vimeo.com/338341972

Nick

jwiede
05-24-2019, 04:38 PM
Like so.

145069

51m51s for a single 1920x960 frame? Yikes, that's quite painful. What's the resolution (pixel & color res) of the maps used, and for what?

starbase1
05-24-2019, 11:57 PM
All those soft reflections won't be helping though...

rustythe1
05-25-2019, 11:09 AM
doesn't have to be too slow to render, I did this back in the early days of 2018, the ground is a displaced null and the image only took 20 mins at 7680x2160(and that was on my older 5960!), even has lots of transparency going on in the poly tunnels, on top of that there is probably about 12 million or so polys going on as I didn't bother optimising anything
145072

XswampyX
05-25-2019, 01:38 PM
doesn't have to be too slow to render, I did this back in the early days of 2018, the ground is a displaced null and the image only took 20 mins at 7680x2160(and that was on my older 5960!), even has lots of transparency going on in the poly tunnels, on top of that there is probably about 12 million or so polys going on as I didn't bother optimising anything
145072

Of course. I didn't do a quick render to show how quick it was. I think my displacement amount was too large so it created a lot of extra geometry.

145073

Here's the scene if anybody can get it lower... ?

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Marander
05-25-2019, 03:17 PM
doesn't have to be too slow to render, I did this back in the early days of 2018, the ground is a displaced null and the image only took 20 mins at 7680x2160(and that was on my older 5960!), even has lots of transparency going on in the poly tunnels, on top of that there is probably about 12 million or so polys going on as I didn't bother optimising anything
145072

Very nice!

Marander
05-25-2019, 03:27 PM
Thanks, will give that a go - sounds like a 2019 thing, yes? Not really got to grips with that yet.

In the meantime, I just finished a short animation of that terrestrial crater, and I'm rather happy with the result! Love the way you can see the debris from the erosion washed towards the middle...

https://vimeo.com/338341972

Nick

Looking great!

I enjoy using Gaea too. The primitives in LW2018 / 2019 render with great detail but I would prefer having visible object deformation with sub poly displacement in order to align / place objects or characters on it or having a viewport representation of the displaced plane. But for background terrain renders it works well.

Another option could be to use the exported OBJ file and add procedural normal maps in the LW material for close up details.

starbase1
05-26-2019, 12:10 PM
Yes, I like the way you can feed in rough shapes, and use erosion node to make them really natural looking..