just wondering what tools other people use, and the settings therein to generate their displacement maps for the UDK DX11 features.
also, what changes need to be made within the material editor (multiplication nodes etc) to make the map more functional.
Replies
here's a pic of what i did to use tessellation and subsurface scattering in dx11
for the world displacement, plug the blue channel of your normal map to a lerp between 4 and -4 of a 3vector and then transform it. then the tessellation factor should determines your outer and inner triangles of the dx11 tessellation, based off of the 2vector. this method does not require a displacement map at all.. just a normal map, however there are ways to do it with displacement(height)maps too.
havent done it this way but seems it works
http://www.mypicx.com/uploadimg/1396652404_03122011_1.png
generally i would assume to use the normal map method for something extremely organic like a character, but anything like rock/stone/anythingotherthanacharacteriwouldthink is probably best to use a normalmap, but i guess just play around with it and see what looks best
i'll post my network shortly.
i don't know if this is a normal thing, as this is my first real try with displacement/hightmaps.
anyway, i placed that in the alpha channel of the normalmap. and then made my shader network, as you can see the tesselation result is really nice, i wish i could record it because it's so smooth in realtime it's great!
that's given me a muuuuch nicer result, thanks a lot man!
looking forward to playing around with this more
In UDK is this Flat Tessellation or PNTriangle Tessellation that your using?
If it's flat tessellation then how are you not getting the horrible seams bug?
Keep up the awesome work.
in regards to the seams.. it could be that since my seams in the UVs are welded it doesnt split them when tessellating, but i cant be 100% positive about that. im pretty sure the splitting has to do with some mix of smoothing groups and UVs but i havent played with tessellation enough to figure it out to that extent.
Thanks for the reply
the same thing happened when i first tried it out. you'll notice that as you scale the model you'll see it moves along its normals like the push modifier in 3ds max.
A few questions on Displacement mapping as I've only used normal maps for details. Does Unreal render black as height or the other way around? and would it be possible to see a large render of your displacement?
Many Thanks.
if you do prefer to use a heightmap try out this material setup
http://www.mypicx.com/uploadimg/1396652404_03122011_1.png
also udk renders white as height. just like any other renderer. i dont know where youve rendered your heightmap from but you may need to take it into photoshop and tweak the levels.
first try just plugging the blue channel of your normal into the alpha for the lerp. if that doesnt give you a good result try out the method in the pic above.
Here is the model that I'm using which is pretty much finished, feel free to throw crit back at me about it
Here it is presented in the engine
Here is DX11 Tessellation in effect
Lastly here is the displacement map.. (I have got 50% grey now where the solid black is because it was effecting the eyes and teeth)
I'm having issues in many places! especially with the arms and claws being crushed in on itself.
and just a general note. it looks like you use maya. i dont have experience with baking in maya but i tend to generally do all my heightmap baking in xNormal. that gives really great results.
Here is the shader I'm using.. I tried your other displacement one but it didn't turn out soo good.
Any Ideas?