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Thread: Gaea Terrains, and high polygon displacements

  1. #1
    May the sauce be with you starbase1's Avatar
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    Gaea Terrains, and high polygon displacements

    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
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    www.Digitawn.co.uk rustythe1's Avatar
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    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
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    Super Member XswampyX's Avatar
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    Quote Originally Posted by rustythe1 View Post
    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.

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  4. #4
    May the sauce be with you starbase1's Avatar
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    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
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    Electron wrangler jwiede's Avatar
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    Quote Originally Posted by XswampyX View Post
    Like so.

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    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?
    John W.
    LW2015.3UB/2018.0.7 on MacPro(12C/24T/10.13.6),32GB RAM, NV 980ti

  6. #6
    May the sauce be with you starbase1's Avatar
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    All those soft reflections won't be helping though...
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  7. #7
    www.Digitawn.co.uk rustythe1's Avatar
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    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
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    Super Member XswampyX's Avatar
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    Quote Originally Posted by rustythe1 View Post
    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
    Click image for larger version. 

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    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.

    Click image for larger version. 

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

    Island.zip

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    Quote Originally Posted by rustythe1 View Post
    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
    Click image for larger version. 

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    Very nice!

  10. #10
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    Quote Originally Posted by starbase1 View Post
    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.

  11. #11
    May the sauce be with you starbase1's Avatar
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    Yes, I like the way you can feed in rough shapes, and use erosion node to make them really natural looking..
    Faith is the opposite of Intelligence.

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