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What is your method for getting a good displacement map for Tessellation?

polycounter lvl 11
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Zepic polycounter lvl 11
I have a couple of questions regarding displacement maps for Tessellation.
For example, let's say we're making a texture using the high to low poly method.

I noticed in XNormal there's a heightmap feature. Are heightmaps the same as displacement maps? From what I've seen on the internets, some say no, some say yes... I'm a bit confused.

What about the displacement map option in NDO2; has anybody here used its preset? Does it produce an acceptable displacement map from your hi-poly normal bake?

Is it more beneficial for the low poly model to be divided evenly into quads as oppose to having long uneven polys? Would this give more accurate tessellation?

One more thing, if anybody knows/has a method they use for getting accurate displacement maps, please share...
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