Midge Sinnaeve writes:
With the 2.78 release of Blender coming up, I wanted to do a quick video on how to get the updated displacement working in Blender 2.78. While this is still an experimental feature, I've had great fun using it so far and it seems pretty stable.
The screen resolution is much too high in this video. I can't see what you're doing with the controls.
Sorry about that, I'm used to working on a 1440p monitor but I'll keep it in mind for the future. Thanks for the feedback!
Yep, best is to scale your Blender window to 1080p or even 720p for recording or set DPI: 96 in Blender's preferences if you want to record 1440p. It's much better when not viewing full-screen.
Also I forgot the video does not need to be in 60fps. There is no fast paced action. At 1440p this would save a lot of bandwidth.
I welcome any constructive criticism on my videos. I'll keep all of that in mind for the future, thanks!
Informative.. well done. (y)
Thank's a lot for this walkthrough! That feature looks totally awesome, I can't wait to try it myself.
I'm really hyped by the adaptive mesh subdivision, it is a feature that I know from renderman and really missed in cycles. Thanks a lot fellow developers! you're awesome!
Please continue posting your videos in 1440p - I too use a 1440p screen, and trying to watch instructional videos captured in 1080p, or worse 720p can be incredibly frustrating when half the UI has be hidden or minimised, which often obscures useful secondary visual information regarding the process being demonstrated.
Thanks for the feedback, I generally feel the same way. Although I can understand that the UI can be a bit small for people with lower res screens. Time to look for a good middle ground. ;)
A good middle ground is to make 2160p vids for those of us on 4k monitors.
I have a question does it works with cpu experimental ?
Yup, sure does. :)
I looked at it a little bit. Is this considered a full micro-tesselation? I loved Kai Kostock's mod back in 2.49 and have been crying in my beer about it ever since! It was also cool to actually see the camera-projected regions of how the individual polys were changed.
No, it is subdividing the whole object. It is not doing any adaptive per-polygon tessalation based on camera distance or surface detail/curvature. True displacement will be much more interesting in Blender when it will do this and ofc be able to actually do vector tangent-space displacement.
Well, it does and it doesn't if I understand correctly. I believe the distance is object based rather than surface based if I'm reading the docs correctly. https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.78/Cycles
Hi, very well done!
One Question: In the Node editor you sometimes switched to a "viewer mode". There is a very small viewer node close to the material output. How the hack this mode can be activated?
I'm using the node wrangler addon for that. You can just enable it in the user preferences. Once enabled it allows you to CTRL + SHIFT click any node and adds a viewer node for you. Definitely check out a tutorial or some documentation on it, it can do a whole lot of cool stuff in the node graph. :)
Thank you for making this.
And thank you for watching! :D
Hi, I wasn't really sure that there was any bump influence.
On classical node material, when you use the displacement output it switches off any bump or normal node influence. Meaning that you can't combine a normal map on a shader and a displacement in the material.
Could you double check that?
Thanks any way, good explanations :)
You are 100% correct, just found the time to check this. My apologies, you learn something new every day! :)