Hello, in this video I'd like to go over the basics of applying displacements in
Clarisse 3.6. The first type of displacement that I'd like to talk about
is using a texture displacement deform er. This is the more simple and less
full-featured type of displacement generally used to make broad landscapes,
to scatter things upon. You have no access to the UVs and the density and kind
of resolution of your displacement is fully dependent on the resolution of
your base geometry so this can obviously be somewhat limiting if you want to
visualize your displacements. You'll have to have a quite highly tessellated
piece of geometry which will increase your primitive count. So let's see how to
make one of these. These are applied like I said on the root root level of your
geometry using a deformer. You simply add a displacement deformer and pipe in
your desired texture map. In these examples I will always be using this
same fractal noise map. I can show you here. It's pretty basic, as I said, the
displacement is completely dependent upon the base geometry's resolution. I
have a four polygon cube here - that's obviously not going to cut it. As you
can see when I bring this back I get enough resolution. Bring down our
intensity and you can see I've achieved the same result as I had in our
previous example. The second type of displacement is a shader displacement.
Now this is a more advanced displacement. As you can see if I zoom in, already we
have a lot more detail in our displacement. You will also notice that
we're still looking at a primitive count of just four polygons. So what's going on
here ? Let's make one of these from scratch and I can talk about that. So
here we have our plane with our original deformer. Let's just simply remove that
and instead of applying a displacement via deformation let's apply
displacement via a shader. You access this via the Material Linker by simply going
in its displacement tab. I have one I've made before but we can make a new one
from scratch. Simply add a displacement here. Go into displacement options and
simply pipe in again the fractal noise. You'll see again that we have quite a
large displacement and as you can see now we're back to where we were. As I
said the shader displacement is more advanced and you can see we already
have access to some more options here. Importantly you can see that our bounds
is an option that we have access to. So what is bounds ? Bounds allows us to
define the size of the area that we want to box in the displacement for
efficiency. What you want is your bounds to be just a little bit bigger
than your object. It also gives us the option in shader displacement for
different kinds of modes. This is a typical mode of "Front only"
which will just displace the one single object. We do have "Symmetric" which will
do a mirror displacement and we do have "Asymmetric" which will give you access to
the back face displacement but you could pump in the same or different fractal
noise and if I do - 8.4 centimeters you can see that we do get a mirror
displacement of the one above it. In addition to having the options on your actual
displacement shader node, when using shader displacement you also have
options on the underlying geometry. The first option is your displacement mode.
We have three modes that we support in Clarisse 3.6. "Tessellation with bump",
"Tessellation only" and "Bump only". It's relatively self-explanatory. "Bump" will
just render the micro displacement bump which is obviously not displacing any
geometry, then you have the often used mode of "Tessellation only" which is simply
your tessellated geometry and then you also can combine them together and see
the tessellated geometry with the rendered micro displacement. This setting
you would use if you actually want to visualize and render your displacement.
We also have two storage modes for our displacement: "Favor memory" and "Favor
speed". You can also set it to use this on a project wide level for all your
displacements in your scene. "Favour memory" will use less memory at the
expense of rendering speed and of course "Favour speed" will increase your memory
but render about twice as fast as when you have it set to "Favor memory". Our
third option is our displacement tessellation mode. These options are more
easily seen and described on a more complex object so let's take a look at a
sphere with some displacement on it. So as you can see we have an uneven
distribution of polygons here. if I go to "Uniform" you can see that I'm getting a
split of five polys on this axis and five polys down this axis. If I go to
"Adaptive" you can see we have a more efficient distribution of polygons. Most
of the time I will leave this on "Adaptive". Our fourth option is our
Displacement triangulation mode. This can be used to get rid of some visual
artifacts that you may get depending on what type of displacement you're using
and how you're setting them up. As you can see here, I'm getting quite a few
little visual artifacts where my displacement meets the flat plane. If I
simply use my base geometry displaced I can lose those artifacts. It's more of a
debugging tool. Our final option here is our Displacement stitching mode.
So as you can see on our sphere there's a seam. The reason we have a seam is
because my fractal noise is being projected onto the UVs of this sphere so
obviously on a fractal noise pattern the pixel at this point is going to be a
different value than the pixel at this point causing a seam. So if you want to
use some procedurals with your object's UVs then we have the option of
stitching. So what you can do is just select all and you will then stitch
together where the seam would be. This is very powerful if you want to add just
some basic displacements to characters that are UVed or objects that are UVed.
That concludes my brief overview of displacement types in Clarisse 3.6. As
always please check the details below to download the demonstration scene here
and to find further info, thank you !