I have a 6 UDIM UV set of a humanoid, I've bake the pores into normal maps and kept just the overall shape for displacement maps (2048x2048).
As it's known, normals maps don't have great performance cost, but at the same time, there are 6 more maps to be loaded, whilst for just using displacement (with the pores baked to it) will add on dynamic subdivision, as it's getting more detailed.
So, which workflow u deem best to use?
Thx!
Replies
Most games don't use displacement at all, because the displacement maps must be high bit depth and uncompressed to work properly. That eats up a ton of precious memory, it's generally cheaper just to use a lot of verticies up front with no d map
If a game uses displacement, they tesselate the mesh. Not sure about the new normals, though I'd bet they're recalculated.
Offline renderers don't convert displacement into "per pixel normals" but they tesselate the mesh to varying amounts depending on underlying mesh, your settings, camera distance, etc.
Displacement is avoided as often as possible in renders because it's slow. An additional bump map helps reduce render time, so it's used a lot. We only displace when significant silhouette or parallax are needed. It's for fairly large-scale "bumpage". Then bump maps handle the smaller-scale bumps.
There are no "shader real time calculations" in an offline renderer.
If you're making a portfolio piece, don't rely on displacement. Model in the detail needed, and bake a normal map for the medium-range shading.
If you need pores for a game mesh, that means a separate LOD for cinematic close-ups only, at which point you're likely using a high-res mesh, and high-res normal maps.
The texel density is ok I fear, I've done a good job squeezing those things.