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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=%E5%88%A9%E7%94%A8%E8%80%85%3AMaiself%2FMicropolygon_Displacement</id>
	<title>利用者:Maiself/Micropolygon Displacement - 版の履歴</title>
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	<updated>2026-08-31T19:46:10Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Maiself/Micropolygon_Displacement&amp;diff=151029&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Maiself/Micropolygon_Displacement&amp;diff=151029&amp;oldid=prev"/>
		<updated>2018-06-28T21:16:24Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 21:16時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Maiself/Micropolygon_Displacement&amp;diff=151028&amp;oldid=prev</id>
		<title>2018年2月23日 (金) 17:26にwiki&gt;NudelZによる</title>
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		<updated>2018-02-23T17:26:02Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Cycles Subdivision and Displacement==&lt;br /&gt;
&lt;br /&gt;
Goal of this project is to enable artists to create highly detailed surfaces with less effort and resources compared to normal modeling techniques.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Note|Note|This feature is under active development and should be considered experimental. Settings may be added and removed as development progresses; it is recommended to avoid use in production until things become more finalized.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Cycles_Displacement.jpg|center|thumb|900px|Cycles Subdivision &amp;amp; Displacement]]{{clr}}&lt;br /&gt;
&lt;br /&gt;
=== Subdivision Rate ===&lt;br /&gt;
&lt;br /&gt;
[[File:Geo2.png|left|thumb|900px|Global scene settings]]{{clr}}&lt;br /&gt;
&lt;br /&gt;
* Render: Micropolygon size in pixels for the final render&lt;br /&gt;
* Viewport: Micropolygon size in pixels for the viewport render&lt;br /&gt;
* Offscreen Scale: Automatically reduces the amount of micropolygons outside of the &amp;quot;camera view&amp;quot; (higher values will produce less/larger micropolygons)&lt;br /&gt;
* Max Subdivisions:&lt;br /&gt;
* Dicing Camera:&lt;br /&gt;
&lt;br /&gt;
[[{{ns:6}}:Subdivsionrate.jpg|left|thumb|600px|Subdivision Rate: 100, 50, 25, 12, 6, 3]]{{clr}}&lt;br /&gt;
&lt;br /&gt;
[[{{ns:6}}:offscreenscale.jpg|left|thumb|600px|Offscreen Scale: 1, 4, 10, 20 (A different camera was used for dicing to show the effect better)]]{{clr}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Geo1.png|left|thumb|900px|Object settings]]{{clr}}&lt;br /&gt;
&lt;br /&gt;
* Adaptive: Enable/Disable Adaptive subdivision&lt;br /&gt;
* Dicing Scale: Multiplier for the scene dicing rate&lt;br /&gt;
* Final Dicing Rate: Final dicing values (Subdivision Rate * Dicing Scale)&lt;br /&gt;
* Subdivide UVs: Not supported at the moment&lt;br /&gt;
&lt;br /&gt;
* Simple: The mesh is subdivided in a linear fashion, preserving its shape, this may be useful for example on walls in an architectural render.&lt;br /&gt;
* Catmull-Clark: This subdivision produces smoothed meshes, good for characters, organic models, or models designed for use with this type of subdivision.&lt;br /&gt;
&lt;br /&gt;
[[File:Type.jpg|left|thumb|600px|Base Mesh, Simple, Catmull-Clark]]{{clr}}&lt;br /&gt;
&lt;br /&gt;
=== Displacement Method ===&lt;br /&gt;
&lt;br /&gt;
[[File:Dispme.png|left|thumb|900px|Displacement Method found in the material settings]]{{clr}}&lt;br /&gt;
&lt;br /&gt;
* Bump Only:&lt;br /&gt;
* Displacement Only:&lt;br /&gt;
* Displacement and Bump&lt;br /&gt;
&lt;br /&gt;
[[File:Method.png|left|thumb|600px|Bump Only, DIsplacement Only, Displacement and Bump]]{{clr}}&lt;br /&gt;
&lt;br /&gt;
=== Displacement Nodes ===&lt;br /&gt;
&lt;br /&gt;
* Space: World or Object&lt;br /&gt;
* Height:&lt;br /&gt;
* Midlevel:&lt;br /&gt;
* Scale: Multiplier for the strength of the displacement&lt;br /&gt;
* Normal:&lt;br /&gt;
&lt;br /&gt;
[[File:scalar.jpg|left|thumb|200px|Displacement Node]]{{clr}}&lt;br /&gt;
&lt;br /&gt;
* Space: Tangent, World or Object&lt;br /&gt;
* Vector:&lt;br /&gt;
* Midlevel:&lt;br /&gt;
* Scale: Multiplier for the strength of the displacement&lt;br /&gt;
&lt;br /&gt;
[[File:vector_displacement_node.jpg|left|thumb|200px|Vector Displacement Node]]{{clr}}&lt;br /&gt;
&lt;br /&gt;
* Displacement Output:&lt;br /&gt;
&lt;br /&gt;
[[File:displacement_output.jpg|left|thumb|200px|Displacement Output]]{{clr}}&lt;br /&gt;
=== Mean Crease ===&lt;br /&gt;
&lt;br /&gt;
[[File:Creasewiki.png|left|thumb|600px|Crease Setting]]{{clr}}&lt;br /&gt;
&lt;br /&gt;
[[File:Crease_Values.png|left|thumb|600px|Edge with different crease values: Base Mesh, 0.0, 0.1, 0.2, 0.4, 0.6]]{{clr}}&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
&lt;br /&gt;
* no abrupt changes in shader, use smoothstep or other smoothing functions instead&lt;br /&gt;
* prefer quad only meshes, use creases sparsely...&lt;br /&gt;
* formula to calculate the amount of polys with a rate &amp;lt; 1 -&amp;gt; 1/(dicing rate ^ 2)&lt;br /&gt;
* multiply the displacement input by 10 to get the correct result (2.78)&lt;br /&gt;
&lt;br /&gt;
=== Geometry Cache ===&lt;br /&gt;
&lt;br /&gt;
* Todo&lt;br /&gt;
&lt;br /&gt;
=== Not Supported ===&lt;br /&gt;
&lt;br /&gt;
* Subdivide UVs&lt;br /&gt;
* Instancing&lt;br /&gt;
* UV Tangent&lt;br /&gt;
* Deformation Motion Blur&lt;br /&gt;
* Deformation Motion Blur with displacement&lt;br /&gt;
* multiple materials on a single mesh will break the surface&lt;br /&gt;
&lt;br /&gt;
=== Example Render ===&lt;br /&gt;
&lt;br /&gt;
[[File:Goethe_Displacement.png|left|thumb|600px|Baked Displacement Map]]{{clr}}&lt;br /&gt;
&lt;br /&gt;
[[File:Brick_Displacement.png|left|thumb|600px|Procedural Displacement]]{{clr}}&lt;br /&gt;
&lt;br /&gt;
[[File:Cycles_2.78_subdivision_creases.png|left|thumb|600px|Base Mesh, Catmull-Clark, Catmull-Clark + Crease]]{{clr}}&lt;br /&gt;
&lt;br /&gt;
[[File:Method.jpg|left|thumb|600px|Catmull-Clark, Bump, True, Both]]{{clr}}&lt;/div&gt;</summary>
		<author><name>wiki&gt;NudelZ</name></author>
		
	</entry>
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