We all know about the main limitation of Displacement maps. They cannot depict ‘overhangs’. So the use is limited to a ‘base’ structure and if complex detail would have to be applied, then that is possible only by high density ‘real’ meshes. Till now…
Ben Rogal wrote a multi directional vector displacement ‘shader’ for XSI.
http://www.xsibase.com/forum/index.php?board=29;action=display;threadid=28834;start=0
Faker has created the following Image (in the thread) using this technique and a great ZBrush Head showing unprecedented flexibility in detail. THIS IS AMAZING! From a sphere…
[attach=48685]Vector_Displacment_test.jpg[/attach]
(Thanks Faker!)
This opens a complete new dimension!
There goes the weekend :lol:
Lemo
PS: Dear higher beings working on ZB2.5… PLEASE include a vector displacement map calculation besides the scalar displacement map… It is so simple compared to the scalar one. Please with a cherry on top!
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