Paolo:
I beleive it's using 2000 polygons. But it's using 2000 polygons with a DISPLACEMENT map. What that means is a heightmap that creates additional polygons at render time. It speeds up rendering and editing.
Csven:
" talking about this? "
Yes. That is the thread I saw originally.
Btw, the Unreal guys apparently refer to that technique as "virtual displacement mapping" because the surface isn't actually displaced.
I apparently mis-remmebered what this technique was capable of. This technique will not make the surface appear bumpy when viewed edge-on. And it will not affect the actual outline of the object. It only distorts the texture coordinates so that they APPEAR as though you can see the sides of the bricks. This trick apparently works best when you're looking at the wall head on, plus or minus 45 degrees or so. And it does not like heightmaps which have sharp changes in height.
I beleive it's using 2000 polygons. But it's using 2000 polygons with a DISPLACEMENT map. What that means is a heightmap that creates additional polygons at render time. It speeds up rendering and editing.
Csven:
" talking about this? "
Yes. That is the thread I saw originally.
Btw, the Unreal guys apparently refer to that technique as "virtual displacement mapping" because the surface isn't actually displaced.
I apparently mis-remmebered what this technique was capable of. This technique will not make the surface appear bumpy when viewed edge-on. And it will not affect the actual outline of the object. It only distorts the texture coordinates so that they APPEAR as though you can see the sides of the bricks. This trick apparently works best when you're looking at the wall head on, plus or minus 45 degrees or so. And it does not like heightmaps which have sharp changes in height.