Hi, another query from a real beginner - this time about making a realistic (within the confines of Cheetah 3D's ability) of a lumpy/bumpy object, eg the pebble box below, from PBRtist, which I made this a.m. with the usual sections upgrade, subdivision and displacement (offset 0.11) mods coated with a PBR shader using the diff. rough. AO and Bump supplied by PBRtist
Wiki however say at: https://en.wikipedia.org/wiki/Displacement_mapping
that "Displacement mapping is an alternative computer graphics technique in contrast to bump mapping, normal mapping, and parallax mapping, using a (procedural-) texture- or height map to cause an effect where the actual geometric position of points over the textured surface are displaced, often along the local surface normal, according to the value the texture function evaluates to at each point on the surface. It gives surfaces a great sense of depth and detail, permitting in particular self-occlusion, self-shadowing and silhouettes; on the other hand, it is the most costly of this class of techniques owing to the large amount of additional geometry. ".
I followed Frank's 'Basic PBR Set UP2.jpg' below, but Wiki seems to say it's wrong to mix a procedural technique with a PBR.
I can understand all the Maths with CG, but the implementation of the various 3D CG Apps leaves me a tad puzzled.
Wiki however say at: https://en.wikipedia.org/wiki/Displacement_mapping
that "Displacement mapping is an alternative computer graphics technique in contrast to bump mapping, normal mapping, and parallax mapping, using a (procedural-) texture- or height map to cause an effect where the actual geometric position of points over the textured surface are displaced, often along the local surface normal, according to the value the texture function evaluates to at each point on the surface. It gives surfaces a great sense of depth and detail, permitting in particular self-occlusion, self-shadowing and silhouettes; on the other hand, it is the most costly of this class of techniques owing to the large amount of additional geometry. ".
I followed Frank's 'Basic PBR Set UP2.jpg' below, but Wiki seems to say it's wrong to mix a procedural technique with a PBR.
I can understand all the Maths with CG, but the implementation of the various 3D CG Apps leaves me a tad puzzled.