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#1 |
Full Access Member
Join Date: Sep 2003
Posts: 315
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Are they the same thing? Someone needs to set me straight.
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#2 |
Tutorial Clown
Join Date: Dec 2002
Posts: 817
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nope, they're not.
a normal map doesn't actually change the geometry, it just tells the renderer where the normal for each pixel of the map should be pointing. a displacement map on the other hand displaces the geometry; it's a greyscale image that with push faces in and out of the object.
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Don't ever argue with idiots. They drag you down to their level and beat you with experience. |
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#4 |
Full Access Member
Join Date: Jan 2003
Posts: 174
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From what I'm seeing in the screenshot there it looks a bit confusing.
Apparently the end result is a 200+ poly model with a displacement map applied, yet it looks as good as the original 1+ million poly model. This isn't possible. The low poly mesh should have a vertice count proportional to the resolution of the displacement map. If you were to apply a detailed displacement map like that to a 200 poly object, there wouldn't be enough vertices to displace. Maybe it's some weird quirk with Z-brush that allows you to do that and get acceptable results. Do keep in mind that in that screenshot the individual modeled all that detail first - the 1+ million poly model - and then created a displacement map for the low poly mesh. In lightwave I believe the only way to achieve that kind of detail on a low poly mesh is to use a normal map. Of course, you might want to wait to see if someone else has a better answer. Check out ORB when your ready to render a normal map. It's a sweet little tool and it's free. Last edited by rich_is_bored; 22-06-2004 at 03:24 AM. |
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#5 |
Full Access Member
Join Date: Sep 2003
Posts: 315
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I think the key word is "virtual" in the displacement map. I think its a next gen game texture, that makes it displace the object, as a shader, but keeping geometry to a minimum. I'll find more on it tomarrow, gotta go to bed
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