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Non Realtime Graphics - Displacement maps for wrinkles and pores

So I hear it's common practice to combine a displacement map for fine detail, but for the really fine stuff, micropores, wrinkles etc you combine that disp map with a normal/bump map.

I'm having a hard time baking these out and making them fit.
Here's some tests. I'm baking from subdiv 6-1 in the first two. But when you displace geometry at the same time as you're faking the surface you get "double" the translation on incoming lightrays.

Then I tried baking the displacement from subdiv 6 to 1 and the normal map from subdiv 6 to 4, but that made the normal map offset from the displaced surface, giving the illusion of mirrage-wrinkles, sliding pores and stuff.
Here's an image explaining this.
Also an image of the result I'm going for.

I know this is a forum mainly for realtime graphics but I was thinking some of you dabble in both worlds!

What is your displacement+ normal/bump workflow? Can you guide me towards a tutorial/link?

PLIZ HALP!

Arvid
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