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Author Topic: Conform displacements along mesh  (Read 169 times)

VanderAGSN

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Conform displacements along mesh
« on: June 28, 2019, 02:48:36 PM »
Hi! I'm trying to replicate the original mesh which is currently a mountain.
At first I tried to conform to the usual meshes, and it worked.









But with displacements it doesn't work at all. So I'm wondering how I could solve this issue

I don't know what else could make the displacements repeat the shape of the original mesh, so I really need your help. Thanks

VanderAGSN

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Re: Conform displacements along mesh
« Reply #1 on: June 28, 2019, 03:13:38 PM »
Tried conform brush. So far, this is one way out

VanderAGSN

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Re: Conform displacements along mesh
« Reply #2 on: June 28, 2019, 03:42:31 PM »
Another one question - how can I solve the issue related to memory allocation when displacement commit? I have 8 GB of RAM and 3ds max can easily allocate 6 GB, and then can successfully crash

wallworm

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Re: Conform displacements along mesh
« Reply #3 on: June 29, 2019, 08:36:10 AM »
The main problem you had above is that the Conform Compound Object changes the geometry type of objects it's applied to and it also destroys the custom attributes that store the displacement data. As such, it isn't something you can use for displacements.

A more successful method would be to try this:

  • Bake your target mesh into a heightmap.
  • Add a Displace Modifier onto your Sculpt Mesh
  • Use the height map on the displace modifier and adjust strength

As for the RAM issue, you may simply need to accept this high usage for full commits. Here are a few tips:

  • To use less RAM/time, select polygons of sections of the sculpt you edited and then click the "Commit Selected Changes". This will only commit displacements belonging to selected sculpt faces and use less resources
  • If your RAM is running out and not releasing, try entering this into the MAXScript listener:
Code: [Select]
gc lite:false
EDIT: One more tip: I suggest using the Displacement Floater instead of Anvil now for displacements. This is found under WW > WW Level Design > Launch Displacement Floater as well as the displacement looking icon in the new Level Design Toolbars.
« Last Edit: June 29, 2019, 08:40:02 AM by wallworm »

VanderAGSN

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Re: Conform displacements along mesh
« Reply #4 on: June 29, 2019, 08:56:48 AM »
I didn't know about the polygons commit. It could really help. I have a mesh that consists of 1800 displacements, and I still haven't been able to export it due of the huge RAM usage. Also thanks for the advice with displacement floater

wallworm

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Re: Conform displacements along mesh
« Reply #5 on: June 29, 2019, 09:16:23 AM »
You are welcome.

Note, I do strongly encourage upping your RAM. 8GB is kind of low when working with sculpt meshes. I have a system with 12 that is OK, but my main machine is 64GB. I'd increase it to as much as you can afford.

VanderAGSN

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Re: Conform displacements along mesh
« Reply #6 on: June 29, 2019, 09:24:25 AM »
I dream to put 16-32 GB of RAM :D I do not know how much is enough, but I hope that in the future this will be enough for wallworm. I have enough huge maps to edit them completely in 3ds max

VanderAGSN

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Re: Conform displacements along mesh
« Reply #7 on: June 29, 2019, 09:26:40 AM »
By the way, is there any way to contact you outside the forum personally? It would be great to chat in private messages if you don't against

wallworm

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Re: Conform displacements along mesh
« Reply #8 on: June 29, 2019, 09:35:53 AM »
For questions like this, I prefer the forum because the answers/info have lasting value because of Google, etc.

However, if you do need to contact me or other WW users directly, you can join the WW Discord channel. You can join it from the WW menus under WW > WW Online > WW Discord Channel.