What the scene is meant to look like: an oblong sphere hovering over a grid.
I've been fooling around with applying displacements from different angles, thinking that I could simulate the spherical nature of the ball.
I've been fooling around with applying displacements from different angles, thinking that I could simulate the spherical nature of the ball.
Just one displacement, there is some "folding" of the geometry that I'm trying to get rid of though it may be severe displacement on simple geometry that's causing it.
Houston we have liftoff!! So no there is some more shape to the displacement other than just up. There is some severe folding within the geometry now. This was done just by applying the same displacement again, piping in the new position and normal vectors from the first displacement into the second one. The displacement maps are still a top down view, using uvs projected from the top.
I broke it a little bit. This is still two displacements but now it's using UV's projected from the side as well as a new height map taken from the side. In the original projection environment, a box had to be added around the scene so that the depth pass had ending values.
The main problem with this technique I think is the folding in the geometry. I'm going to look into render settings and geometry subdivisions to see if this can be taken care of.
The main problem with this technique I think is the folding in the geometry. I'm going to look into render settings and geometry subdivisions to see if this can be taken care of.