I created an OSL shader (a 4D noise texture) and connected it to the "Displacement" output of my shader. I wanted this to be a animated micropolygon / adaptive subdivision displacement, so I enabled "Experimental" of course.
When I go to make the Displacement type "true" though, Blender consistently crashes, probably due to memory overload. I don't have an especially high vertex count, though.
How can I work around / fix this?
This video shows the problem, it's through Google Drive.
Here is the Stackexchange question that help peed me create the OSL shader
And, finally, here is the video that was guiding me through the Micropolygon Displacement process.
EDIT: Here is my OSL code.
#include "stdosl.h"
shader simple_noise_texture4d(
float Scale = 1.0,
float Time = 0.0,
output color Color = 0.0
)
{
Color = noise( "uperlin", P * Scale, Time );
}