You cannot use this method for 3d procedural textures or other textures that use object or world coordinates. However, it requires that the object has valid texture coordinates. The advantage of this method is that it preserves all the details in the displacement map. The actual raytracing of the displaced surface is done in texture space, and the result is mapped back into 3d space. The displaced surface is rendered as a warped height-field based on that texture map. Values outside of this range are clipped.ĢD – This method bases the displacement on a texture map that is known in advance. Note that with 3d mapping the displacement map's range of values must be within the 0.0-1.0 range (black to white). This method can also use the displacement map specified in the object's material. It can be applied for arbitrary displacement maps with any kind of mapping. Normal – This is a general method which takes the original surface geometry and subdivides its triangles into smaller subtriangles which are then displaced. Mode – The method used to apply displacement mapping:
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