Real displacement means real geometry, means lot of subdivisions. ()
I explained where the problem with ZB is, displ is buggy regarding tiles. If you assign these tiles and export the obj, import again and assign the same displ map, it works.
BTW, a second pass of 4x tiles is not needed to be real displacement. bumps are just file.
() On a decent external renderer, such subdivisions happening into the render engine, no problem to have millions of poly there.
Not in blender/cycles only. A famous engine (Arnold) (not the actor LOL) and Modo have very sophisticated methods to handle all these.
Blender is made by insane people.
So, it means that you arenât insane? :lol:
Itâs easy to make a conduct with these people. They always be happy to answer your questions in blenderartists.org.
MeanwhileâŠ
http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/cg_retrospective_2012