Triangles or Displacements?

Triangles or Displacements?

Re: Triangles or Displacements? Posted by Guessmyname on Sun Feb 27th 2005 at 10:50am
Guessmyname
342 posts
Posted 2005-02-27 10:50am
342 posts 173 snarkmarks Registered: Dec 6th 2004
"Triangle Terrian"

Pros

Easier to control.

Doesn't have to cover a quadrilateral area (as in, cover an area with four sides)

Easier to optimize

Cons

Takes longer to make

Unknown if it takes a while to render/compile etc

Displacements

Pros

Fast to build

Can use Alphas

We know it doesn't take to long to render

Cons

Harder to control

Has to be in a quadratic area

Doesn't block vis etc

Well? What do you perfer?

(feel free to add to this list as well)

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Re: Triangles or Displacements? Posted by $loth on Sun Feb 27th 2005 at 10:57am
$loth
2256 posts
Posted 2005-02-27 10:57am
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Displacments I prefer, it doesn't have to be in a quadratic area as you
can use displacements to change it to say a triangle. Also you can just
put a block with nodraw on it to block the vis.
Re: Triangles or Displacements? Posted by LAzerMANiac on Sun Feb 27th 2005 at 6:41pm
LAzerMANiac
204 posts
Posted 2005-02-27 6:41pm
204 posts 100 snarkmarks Registered: Sep 30th 2003 Occupation: A student/mapper for Xen Rebels Location: Fremont, CA
second that, $loth
Re: Triangles or Displacements? Posted by Joe-Bob on Sun Feb 27th 2005 at 6:46pm
Joe-Bob
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Posted 2005-02-27 6:46pm
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I imagine that the biggest advantage triangle terrain has over
displacements is the fact that you can tie it to entities, while with
displacements you cannot.
Re: Triangles or Displacements? Posted by Myrk- on Sun Feb 27th 2005 at 7:08pm
Myrk-
2299 posts
Posted 2005-02-27 7:08pm
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2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Displacements are awkward. I hate the way you can't easily make a fitting triangular corner piece. Bah!
Re: Triangles or Displacements? Posted by SaintGreg on Sun Feb 27th 2005 at 7:26pm
SaintGreg
212 posts
Posted 2005-02-27 7:26pm
212 posts 51 snarkmarks Registered: Dec 3rd 2004
Displacements. They render like lightning for the triangle count. They are a bit awkward and valve didn't give you as much freedom with them as they should/could, but for ordinary terrain, use displacements.

Not blocking vis just means that you can actually make the bsp simpler by having less clusters by approximating the terrain with larger more structured world nodraw brushes.
Re: Triangles or Displacements? Posted by thursday- on Sun Feb 27th 2005 at 8:20pm
thursday-
235 posts
Posted 2005-02-27 8:20pm
235 posts 92 snarkmarks Registered: Oct 26th 2003 Occupation: A-Level Student Location: England
Displacements are awkward. I hate the way you can't easily make a fitting triangular corner piece. Bah!
Sew. Although if the vertex ranges are too vertical from one another it
does look horrible. I manually do it with bit at a time. It's tough but
has a nice overall smooth effect.
Re: Triangles or Displacements? Posted by omegaslayer on Sun Feb 27th 2005 at 8:32pm
omegaslayer
2481 posts
Posted 2005-02-27 8:32pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Displacements are better, end of story.....
Cons
Unknown if it takes a while to render/compile etc
Yes, world polies are one of the hardest hits on performance, when possible you should model complicated geometry or turn it into a diplacement.
Cons
Harder to control
Actually in the hands of a person who knows how to use displacements, displacements are easier to control than triangles.
Re: Triangles or Displacements? Posted by Gwil on Sun Feb 27th 2005 at 8:34pm
Gwil
2864 posts
Posted 2005-02-27 8:34pm
Gwil
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2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
Effectively displacements ARE triangle terrain anyway, the methods used to raise/lower a point is the just the same as moving a vertex was on the old triangle terrain method.

Displacements were added to make terrain creation easy and move AWAY from tedious and unreliable, bad looking triangle terrain all along so...