guache Posted June 24, 2017 Share Posted June 24, 2017 I'm getting a faceted appearance using a disp map, corresponding to the pixels in the disp map. Any way to smooth this out *without* increasing map resolution, increasing shading quality etc? Do I need to create vertex normals from the displaced geometry normals somehow? The displacement map is a float exr image, so color depth is not a problem. The vex code doing the displacement is as follows: vector mapclr=0; float mult=1.0; mapclr=texture(map,s,t); P+=mult*mapclr.r*normalize(N); N = computenormal(P); Quote Link to comment Share on other sites More sharing options...
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