Why doesn't Daz have Tessellation? Would be a great feature for D|S5!
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Imagine if we had Tessellation, was playing around with Heaven benchmark and had an interesting time with their Tessellation settings and thought, imagine the possibilities for this tech for Studio!
So I'd like to know just how difficult would it be to either implement it into the current and or future iterations of Studio?
Comments
So, distance-dependent SubD levels?
Tell me more of this Distance-dependent Sub D, as I'm really not aware of this feature.
Blender has it.
I'm not convinced we need to wait for the mythical DS5 for it.
Tell me why you would prefer to wait for DS5 before it appears?
They never said they would prefer to wait...
This^ I prefer either/or; I'd like to see it in the current iteration, but if not, I'd rather to see it in the future, than not at all.
Sorry, I was asking if that was what you meant - it isn't, as far as I know, something that DS has (and i'm not sure how much use it would be, unless Iray supported it to allow more vertices for nearby polygons for displacement/smoothing - more vertices alone are not a good thing, there has to be a way to differentiate them from the base position or there will be no extra detail; 3Delight already divides the mesh as needed for displacement/SubD so the feature isn't really needed there, I'd think).
I thought tesselation was just basically displacement maps in DAZ Studio. In game engines if the object is too distant from the viewport camera then the details in the displacement maps aren't applied to the same subD levels as objects close to the viewport camera. DAZ Studio iRay or 3DL doesn't do that but maybe that Google Filament render engine does so though.
Thanks for the answer, yeah I was hoping to have it supported like the heaven benchmark's engine, but then again, iray doesn't support displacement maps either, so I suppose I have my answer!
Yeah, I suppose it is somewhat as it does add topographical info with the models, but if iray doesn't even allow for displacement maps then... thanks both for your insight, it was very informative!
is that like phong tesselation which Philemo's plugin does in Carrara?
the mesh is only micro displaced in the camera view
Cool plugin, thanks for the link, too bad iray is such a stick-in-the-mud, but yeah, that's what I meant... I would have liked to have used it for my iray renders, sigh, I guess we'll have to be satisfied with normal maps then...
The thread title suggests they would; no mention of DS4
Again, I see DS5 specifically mentioned, and no mention of DS4.
I don't know if Iray would need to support it before Studio could implement it.
It could be useful; it works well in Blender.
Did you read the first post?
Iray does support distplacement - however, unlike 3delight (but like many other render engines) it needs explicit vertices to move (from the base mesh or the SubD interpolation). 3Delight will generate points as needed, so it can add fine displacement detail even if all it is given is a single, non-SubD, polygon.
My bad, but I don't recall seeing that when I originally posted.
No worries, I do find it curious why iray hasn't implemented it like blender, I'm currently learning a bit of blender as their render engine will be a good alternative to iray's; also, thanks for the info with Blender using tessellation, I'm going to fire it up right now!
Add a subsurf modifier, and check the appropriate checkbox (IIRC).