Wall Worm Forums

Design Tools => Wall Worm Level Design in 3ds Max => Topic started by: VanderAGSN on June 28, 2019, 02:48:36 PM

Title: Conform displacements along mesh
Post by: VanderAGSN 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.

(https://i.imgur.com/kc67Kxw.png)

(https://i.imgur.com/5OrJw5n.png)

(https://i.imgur.com/mGxEc1t.png)

(https://i.imgur.com/Shdp1sL.png)

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
Title: Re: Conform displacements along mesh
Post by: VanderAGSN on June 28, 2019, 03:13:38 PM
Tried conform brush. So far, this is one way out
(https://i.imgur.com/YlWgwHH.png)
Title: Re: Conform displacements along mesh
Post by: VanderAGSN 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
Title: Re: Conform displacements along mesh
Post by: wallworm 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:


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

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.
Title: Re: Conform displacements along mesh
Post by: VanderAGSN 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
Title: Re: Conform displacements along mesh
Post by: wallworm 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.
Title: Re: Conform displacements along mesh
Post by: VanderAGSN 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
Title: Re: Conform displacements along mesh
Post by: VanderAGSN 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
Title: Re: Conform displacements along mesh
Post by: wallworm 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.