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I’m curious about how other artists work with the displacement they create in texturing, a displacement map would be useful if it was uniform in gradient. I don’t see this instant how normal maps could be of use and doing an occlusion render on a highres is rather demanding… I’ve been trying to render the occlusion map of a displaced lowpoly, but so far I wasn’t able to get anything detailed enough.
Any hints? A cavity map extration option would be a good idea, or am I missing something?
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Ok, I remembered something, I can still use the displacement for this, use it blurred, inverted and as an overlay a few times on the original displacement map to get rid of the general blacks and whites, to get a cavity map… question solved :P
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Ive heard you can play with the channels of the normal map to create something like a cavity map( apparently the blue channel sorta works once made grayscale). You could play around with that but I dont think it would give a really good looking AO style map.
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I’ll have to look into it, the blue channel on a normal map, 128,128,255 to be exact, just points up, doesnt really work as a cavity, since bumps will also be included… I do have been able to use the displacement map, filtering the major bumps from the little bumps, using blurs overlays and all that jazz… Thanks for the comment though, I’ll look into it…
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