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What is a
Displacement Map?
A Displacement Map is an image used to shift the position of points within
an object, changing its shape.
In the most basic of uses, an object's shape can be given organic characteristics,
difficult to model, fairly simply.
Animating a displacement map is as simple as moving the texture along
an axis over a period of frames. Point structures adjust using the grey
scale values along individual axes to change the relationship from the
original form as the texture moves.
Since Displacement Maps change the position of points, triangle polygons
MUST be used - to avoid non-planar rendering errors!
Normally, as an object is made, the goal of creating fewer polygons is
desired. When considering using displacement maps to animate or form an
object's geometry, creating enough polygons to conform to the intended
map is important.
Displacement Map information is saved within a scene file - not object
file.
When is a Displacement Map undesireable?
Displacement Maps are difficult to control - especially where polygons
are animating within close proximity to other polygons. Collisions can
occurr easily and not seen within the Layout. Complete animated test renders
are a must in these cases.
When you need control over the position and stat of an object when it
completes it's "transformation" - it may be better to use a
morph object. As a
morphed object, it is possible to know the end state of the geometry within
the transformed state.
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The Graph Editor has four
distinct areas that will be referred to in the following material. |
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What
is a Bump Map?
A Bump Map uses a bitmap to give the visual impression of geometric change,
but does not actually change the structure of an object. It merely changes
the interior shading of an object to conform to the pattern of the bump
map. The edges are not changed - as you can see by the example to the right. |
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The object on the left was surfaced with a Bump Map using the same procedural
map
as the object on the right, which has a Displacement Map applied. Notice
the difference
by comparing the edges of the form. |
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