mix_mash opened this issue on Jun 13, 2018 ยท 23 posts
mix_mash posted Sat, 23 June 2018 at 8:48 PM
ironsoul posted at 8:40PM Sat, 23 June 2018 - #4332209
The lack of micro displacement is probably a reflection of the game industry origins of PBR. Normal maps can work well but assumes a hi-res mesh model is available to generate the maps from and a program to perform the calcs (not Poser). A possible work around is to use the subdivision option in the properties pane to boost the mesh density at render time
Technically that sounds like a good idea but there are two issues with that. First, The texture is 2048 x 2048 which means that the mesh would need at least 4.2 million polygons for the displacement to cover the texture size correctly. That puts a massive drain on the system. Secondly, I did a test with this and the result was horrible. It might have something to do with the order in which subdivision and deformation occur.
It doesn't matter anyway because I will have to experiment and see if I can make it more stable for commercial purposes or just model the masks manually. But, I prefer the novelty of using the texture transparency and displacement map method for cheat ways of making quick and simple designs. I mean, you just load up some textures and, boom, you got yourself a new design.
Thanks for the advice, though.
Paul (mix_mash)