Ktaylor; Well the problem with using a displacment map is you’ll get artifacting, thats why im hoping 2.5 can use the 32bit maps DE generates.
The morph brush is just a great great swiss army knife of a tool that i didnt use until a few months ago.
Basically the morph brush lets you paint locally what ever u have saved as a morph target onto your current mesh…
example… store a morph target of your model at a million polys, do some projection master work, get some artifacating, or u decide you like half or some of what u did, use the morph brush like a healing brush or eraser to go back to the origional mesh. And unlike the smooth brush it will not flatten your surface and is effective at high polycounts.
The main caveat is that polycount, and vertex numbering has to be the same on both meshes or things explode or cant work.
Ive done thinks similar to Sebecoir where ive made a composite mesh out of two very different objects modelled from the same base mesh. In theory u could make a library of parts to paint onto meshes, i was exploring that. The catch though atleast with 2gbs of ram, is that the process needs u to use an obj so the morph target in my experience is limited to under 1000K polys… more like 600K.
maybe with 4gb of ram you can write 2000K poly objs. I cant currently without a crash.
Maybe using this in combo. with. generating the displacemnt map at a pretty high level would be more effective. Or if you could keep the regions your transfer to and from to under a million polys this would be the ideal way… no degradation.
Maybe ZB 2.5 will allow you to import ZTL’s as morph target… im gonna put in a request for that tommorrow. -Ken