As I understand displacement mapping, a mesh is created at render time that has it's points pushed or pulled perpendicular to it's face normals according to a luminance map.
I remember someone telling me a few years ago that the reason that Rendermans displacement was so much better than the competition was that its displacement could also displace in X and Y to the normal, allowing effects like scales on a dragon pulled over each other.
If this is not possible in VRay now, I would like to suggest a couple possible implimentation ideas for a kind of post displacement effect. I imagine grass having it's top verticies displaced in X/Y to the normal perhaps based on it's Z-height. Or perhaps a red-green intensity map describing how much to push/pull in these directions perpendiclar to the normal.
Perhaps this is coming out as just bable whilst I wait for a render, but it's interesting to think about.
I remember someone telling me a few years ago that the reason that Rendermans displacement was so much better than the competition was that its displacement could also displace in X and Y to the normal, allowing effects like scales on a dragon pulled over each other.
If this is not possible in VRay now, I would like to suggest a couple possible implimentation ideas for a kind of post displacement effect. I imagine grass having it's top verticies displaced in X/Y to the normal perhaps based on it's Z-height. Or perhaps a red-green intensity map describing how much to push/pull in these directions perpendiclar to the normal.
Perhaps this is coming out as just bable whilst I wait for a render, but it's interesting to think about.
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