thanks for the snappy response. i’ve tried that route without much success. i can pull out the general shape by using a basemesh of 500 or more polys and cranking up my approx node settings to something like length/dist/angle of .001, .001, 90 and a min/max of 5/6 or 5/7. i suppose i could continue down this road, further subdividing my basemesh and cranking my approx node values, but i think the performance hit would be too great for my pipeline.
i’ve looked around the forums/guides/manuals for some rules of thumb regarding minimum basemesh requirements for proper full-res 32 bit displacement mapping. (i smell a set of in-depth trials coming on) i’ve found a couple threads about how too much geometry can screw with your disMaps by taking up too much UV space, but not vice versa. oh well. maybe i haven’t dug deep enough yet. thanks again.