This is good stuff! I love seeing these kinds of threads, and the inquisitive minds behind them. It seems you are interested in technical art. This is exactly how many tech artists get started, by researching topics, trying to figure out how they work, and trying to improve on them with their own work. I'm thinking of…
It seems to give straight lines in the texture only if your lines happen to lie along the same direction as your quads, not often so with characters for example.
Haha you are right, I did that. Thanks! Any other opinion, experience or example related to the original topic? :D I'll look around on the wiki for more, and add them here too.
Yeah it seems its hard to use it, personally I can't imagine how to make a map for it. I was thinking about it a bit, and the UDK example must be done with vertex colors because world position offset eats only that, vectors, and maths.
Yeah, Simon's thread is epic. I learned a lot from it. Its also a great example for alternative solutions. As for the old portfolio thing, actually I have no problem with them, just the most of them are actually old, and unfortunately I haven't had time to update. Also, I know there are issues with the current…
It is called multi-direction displacement in Blender. This is the only thing I know about it other than what you showed :D . I think this should need 4 channels (r,g,b,a) to store the direction and the amount. A positive side can be against simple displacement is that you need less detailed basemesh with this. The ear or…