Shopping Cart - €0.00

You have no items in your shopping cart.

 
Return to Previous Page

Info

“Real-Displacement-Textures” by Christoph Schindelar

Highly detailed scanned informations are optimized, corrected and baked into several image-textures in order
to setup a material for CG-renderings. (passive and realtime)
By using the provided depthmap for displacement you can even reconstruct the geometry of the surface.

The scans have:
- more than 60.000.000 dense-points,
- polygon-objects with over 10.000.000 faces and
- raw scan-textures with up to 16k HDR

The maps are
- 100% tileable
- they can dramatically speed up your workflow because there is no scattering needed
- they should work with all engines
- they can look extreme realistic

 

 Layer-descrition:

 

Basic setup:



 

TIP:
You can stack surfaces by double the basegeometry and take another map for it - random intersections lead to endless variations and nice blendings

TIP:
As you can see in the video, with live-previewer like the one of the pathtracer "octane" you can get live-feedback while deforming geometry. That makes working highly intuitive.

But no fear, rdt's work fine with any other engine as well.

 

 

Advanced setup:

 

UE4 setup:

 

Substance Designer setup:


Octane - standalone:

 

Octane for Cinema4D:

 

Vray for Cinema4D: