Sounds great. However, I’m doing this stuff for a next-gen game system, and here’s my real problem.
I have to give the model to the programmers and they need to know how much to displace each mesh. It sounds really cumbersome to have to give them a NEW displacement intensity number each time for each texture. And, since I want to blend between these (simulating animating folds, for example, by pointing to two shirt textures that cross-face) then I’d be animating between different disp values as well. Grr.
Is there a way to clamp the displacement values so that I’d always be using a consistent value? I mean, any time I go in to repaint/sculpt some of the folds on the ZBrush model and spit out an updated disp map, the Alpha Depth value would change, so I’d constantly be having to write that info down and passing it along to the programmers.
I don’t want to do normal maps. I am doing a layered shader with a high frequency bump applied over the displacement, and the programmers would prefer to have all these images as greyscale.