Hey, i was wondering how is it possible to control the subdivision of an object based on camera distance.
I have an heavy scene with lots of objects, many in the background, is there a quick way to tell MR to render them at another Subdivision level since some of them gonna even be blurred by DOF?
Subdivision based on camera distance
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Mathaeus
- Posts: 1778
- Joined: 08 Jun 2009, 19:11
- Location: Zagreb, Croatia
Re: Subdivision based on camera distance
You can write an expression in geo approx ppg, I think that's all. Last time I've tried this, around XSI 6 or so, it causes crashes with motion blur. BTW SI does subdivs, not MR. In short, I think answer is no.
P.S. anyway expression could be something like:
cond ( ctr_dist ( Camera. , this. ) > 55, 0, 1)
which means, if distance from Camera, called exactly "Camera" is higher than 55 units, geoapprox switches to zero, otherwise is 1. Might work with static scene.
P.S. anyway expression could be something like:
cond ( ctr_dist ( Camera. , this. ) > 55, 0, 1)
which means, if distance from Camera, called exactly "Camera" is higher than 55 units, geoapprox switches to zero, otherwise is 1. Might work with static scene.
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Saturn
- Posts: 38
- Joined: 11 Apr 2011, 10:27
Re: Subdivision based on camera distance
As Mathaeus said XSI does the subdiv before to send it to MR. XSI doesn't use the subdiv of MR which support view dependant tesselation.
A silly trick that may work ( or not ) is to have a displacement shader ( a scalar_save_state set to 0.001 ) in the object. Make sure that you set your geo approx to view. Dependant on your mesh, but you may have the curvature to look different.
A silly trick that may work ( or not ) is to have a displacement shader ( a scalar_save_state set to 0.001 ) in the object. Make sure that you set your geo approx to view. Dependant on your mesh, but you may have the curvature to look different.
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iamVFX
- Posts: 697
- Joined: 24 Sep 2010, 16:28
Re: Subdivision based on camera distance
Don't know why nobody has suggested ICE. Every parameter from a scene can be dragged into an ICE tree, then copy the path of the parameter to Set Data node.