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To match Displacement from previous versions of RenderMan, the following conversion may be of use:

To get a similar tessellation level, using a shading rate (deprecated) value of X would translate in using a micropolygonlength value of sqrt(X):

shading rate = 0.25, micropolygonlength = 0.5
shading rate = 1, micropolygonlength = 1
shading rate = 4, micropolygonlength = 2


Avoiding cracks on polygonal meshes

When displacing a mesh with hard normals, faces can separate and create cracks. Displacement moves vertices in the direction of its normal but adjacent vertices on different sides of a hard edge have different normals and will move is different directions, creating gaps or cracks.

RenderMan has a "polygon:smoothdisplacement" attribute that will create a fully smoothed copy of the normals and use it instead of the original normals.

In RenderMan for Maya, this attribute is enabled by the "Prevent polygon cracking" (rman_preventPolyCracks) check box. It should only be enabled when necessary as it uses a bit more memory.

Before After Image Slider
methodoverlay
leftImageimage_galleries_uuid_smoothdisplacement_0_dsp_jpg-b4240a23-c538-4a46-ba56-21b2eaed643e
rightImageimage_galleries_uuid_smoothdisplacement_1_dsp_jpg-3ca84d73-fcef-4865-9815-53ecba4276f0

Notice how the pattern warping happening on the cube has changed its appearance:

Before After Image Slider
methodoverlay
leftImageimage_galleries_uuid_smoothdisplacement_topo_0_jpg-6b518b9f-2224-4217-83f7-9a7b8d9e1dd2
rightImageimage_galleries_uuid_smoothdisplacement_topo_1_jpg-15a93198-512d-49a9-ad78-2d11cc311741

You can avoid that effect by inserting additional edges near sharp edges, like so:

Before After Image Slider
methodoverlay
leftImageimage_galleries_uuid_smoothdisplacement_topo_0_jpg-6b518b9f-2224-4217-83f7-9a7b8d9e1dd2
rightImageimage_galleries_uuid_smoothdisplacement_topo_2_jpg-b521bc27-e766-4be6-a57e-389cb9428753