Thanks ! I'm looking intto opencl and using that to speed things up I already have the opencl speed gain with the smoothing part of the sculpt tool. If I can get my head wrapped around the whole opencl thing, I might be able to speed a lot of other things up, intersections, finding nearpoints, etc..
Performance isn't bad btw, it just drops to about 10-15 fps with a lot of scales. I'd like it to be as smooth as possible
Edited by Wout Tengrootenhuysen - Nov. 3, 2020 10:38:19
I read about rendering subdivision surfaces with displacement from the RepTile paper I gave you and a paper about procedural mosaic arrangement. It describes a vector shader used for geometric tiles. Would perturbing normals be possible for your HDA?
I have thought about shaders / Octane OSL because doing things like this on the GPU would give a lot of possibilities and speed improvements but it is a different approach entirely. So another one for the maybe pile
Yes yes yes, super cool. I had a moment of inspiration an decided to try a completely new approach. Instead of creating the geo and then finding the intersections ( which works but is too slow for my liking) I am now actually growing the scales which gives very nice and beautiful results and on top of that it is much faster !! Yaaaaaaaaay