The engine i'm currently working on does not support realtime tessellation for materials. Since my workflow involves a lot of Substance and Quixel, i really wanted to benefit from the displacement maps generated by those applications.
What is the proper workflow for this? I mean, i understand it involves creating a plane, adding a displacement modifier and feeding the displacement texture into it, but, there are some caveats:
- How can i make sure that the final mesh will tile just like the texture?
- Should i subdivide the plane? How many times? Is there a golden ratio for non-hero assets?