With all new games techniques coming my guess the vector displacement is what gonna store all that hires geo in games, replace lods, normal maps etc,
The problem is the vector displacement have always been a pain in ass in my experience while supposedly should replace all the puzzles of normal map baking.. I have never tried to do it for a game yet so I mean offline renderers mostly. It's never-ending zbrush test spheres export and still all kinds of wrong every time over UV seams.
Is it really easier than normal maps ? Am I right when think that with vector displacement it should work on long triangles like normal maps or it's still same rules as for b&w displacement and you need pretty tessellated mesh , not something like lod03 coming into hires model at close ?
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People showing those vector displacements in nodevember is absolutely bananas though.