From displacement to mesh workflow?

polycounter lvl 6
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armagon polycounter lvl 6
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?


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