Difference between revisions of "Vector displacement map"

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= Vector Displacement Map =
 
= Vector Displacement Map =
 
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Traditional grayscale [[DisplacementMap|displacement mapping]] encodes the difference between the high-resolution model and the low-resolution model, using the low-res model's UV coordinates. Vector displacement uses a similar process, except it also uses the high-res model's UV coordinates, creating a correspondence between the two UVs.
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Traditional grayscale [[Displacement map|displacement mapping]] encodes the difference between the high-resolution model and the low-resolution model, using the low-res model's UV coordinates. Vector displacement uses a similar process, except it also uses the high-res model's UV coordinates, creating a correspondence between the two UVs.
  
 
This correspondence allows the map to encode not only how far away one vertex is from the nearest vertex on the other mesh, but also to move the vertex across all three axes in space. This allows the map to encode complex undercuts, for example under a mushroom cap or behind an ear.
 
This correspondence allows the map to encode not only how far away one vertex is from the nearest vertex on the other mesh, but also to move the vertex across all three axes in space. This allows the map to encode complex undercuts, for example under a mushroom cap or behind an ear.
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== Related Pages ==
 
== Related Pages ==
* [[CurvatureMap]]
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* [[Curvaturemap]]
* [[DuDvMap]]
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* [[DuDv map]]
* [[FlowMap]]
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* [[Flow map]]
* [[NormalMap]]
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* [[Normal map]]
* [[RadiosityNormalMap]]
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* [[Radiosity normal map]]
* [[VectorDisplacementMap]]
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* [[Vector displacement map]]
  
 
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[[Category:Texturing]] [[Category:TextureTypes]] [[Category:BumpMap]]
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[[Category:Texturing]] [[Category:TextureTypes]] [[Category:Bump map]]

Revision as of 11:25, 14 August 2014

Vector Displacement Map

Traditional grayscale displacement mapping encodes the difference between the high-resolution model and the low-resolution model, using the low-res model's UV coordinates. Vector displacement uses a similar process, except it also uses the high-res model's UV coordinates, creating a correspondence between the two UVs.

This correspondence allows the map to encode not only how far away one vertex is from the nearest vertex on the other mesh, but also to move the vertex across all three axes in space. This allows the map to encode complex undercuts, for example under a mushroom cap or behind an ear.

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