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Comments
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Lancaster
Pardon my silly question, but what is the advantage of using "displacement" maps over "bump" maps?
I'm a newbie, but isn't a displacement map an image that perturbs a mesh in 3d
while a bump map is a texture that causes the rendering engine to shade a surface as if it is 3d?
Seems like the extra polygons created by the displacement map would cause some computer trouble, perhaps? Or do displacement maps look just so much better that it is worth the extra rendering time?
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Never doubt that a small group of thoughtful, committed citizens can change the world; indeed, its the only thing that ever has. Margaret Mead
When you're doing displacement you start with a pretty low res object, then add resolution to it so the displacement has something to work with. Depending on the type of map (or maps) you use, it can be very good for making natural looking surfaces based on simple geometry. Since you can turn the displacement off in the viewports, you're just manipulating the low res object in your scene.
All that's why it's worth doing, but you're right that it can cause problems. You do use that much more memory during render time, and really complex displacement maps seem to make Max soggy and hard to light. I seem to find that using Mix maps in displacement is asking for trouble, though the results are worth it; but using two or three Mix maps within a single displacement map ends up being Russian Roulette.
The reason that sort of thing is worth doing is that with Mix maps you can mask out parts of the terrain so that different maps are controlling the displacement of craggy rocks and, for example, level dirt - with smooth or rough transitions in between. I'm using a Vertex color channel to control those transitions here, as well as a bitmap texture for another transition.
I have a feeling that Max needs to allocate contiguous blocks of memory for those Mix maps, which would explain why things get hairy when you use more than one in the same material. Adding more polys to the scene really didn't present any problems, but there seem to be cases where Max just doesn't recover well when it fails to allocate memory for some complicated textures.
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Bradley W. Schenck
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Great job, whatever you did.
NICE WORK
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Like your presentation too
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