Reply To: Pseudo-displacement, real displacement, methods…

Forum Archive Pseudo-displacement, real displacement, methods… Reply To: Pseudo-displacement, real displacement, methods…

#45089
Kevin Mather
Participant

    Thanks @indigowarrior9  for the links. I have studied the topics before, but I reviewed them again. My main source of information was

    Height Maps vs. Normal Maps in Normal Map Modeling for Games by @jlampel

    I think my original question/title may have been unclear and a little misleading. I’ll try to clarify.

    I find the definitions in the first Pluralsight article a little less than helpful. It seems clearer to call a grayscale image texture containing relative heights a “height map”, corresponding to the data which it contains. It can properly be used for several different purposes. The number of bits is important, but doesn’t change the functions.

    • Bump mapping
    • Geometry displacement
    • Geometry micro-displacement/tesselation

    I was surprised when I discovered that 3 different methods in Cycles can produce similar  “faked” rendered output:

    1. RGB normal texture => Normal Map node => shader Normal input

    2. Grayscale height texture => Bump node => shader Normal input

    3. Grayscale height texture => material output Displacement input

    All perform bump mapping. #1 is slightly better quality.

    And of course the height texture can be used to actually displace the geometry.

    4. Via Displace modifier (low performance and quality)

    5. Via adaptive subsurf / tesselation (high performance and quality; needs a good image)

    #1=green #2=blue #3=gold

        #4=red  #5=pink