Laa-Yosh said:
(One of the best laughs we had when I was working at a game dev company was when there was an argument on one of the meetings, between a coder and an artist. Or rather, it was a difference in opinion. Suddenly the artist got fed up, handed his notebook to the programmer, and told him to draw a bird on the paper... )
Hehe, we've had our share of those here too. Particularly often the arguments get messy when trying to explain some more exotic limitations of various realtime rendering methods in one way or another -_-
Anyway, I believe that displacement maps will be retouched by artists 90% of the time using traditional paint programs, even if they are generated from a high res model or point cloud data. I'm not sure if Weta does it but I can ask about if you're interested...
I'd love to hear if you can find out more on Weta of course - always curious about production processes, particularly in regards to teams as well known as that.
Anyway, as you've noted, looking from that perspective - yes, you're working on textures, so I'd have to agree with you too
But I like to think of it as a different tool for content creators to work with - in essence you're actually doing 3d modelling when retouching that displacement map, just using a very different 'modelling tool' to do it.
Displacement data could very well be stored in another form and work out identical visual results in rendering, but it'd introduce more complication in working with it during content creation - both fine tuning/retouching it as well as applying it to base model (UV mapping tools are pretty damn advanced these days), as well as differencies on rendering side that would be likely disadvantageous as well.
So on final note, I'd agree, it's not a clear case - a lot of semanthics to argue
Marc said:
It certainly doesn't have anything to do with the fact that 90% of games that use extensive bumpmapping look like they've been made by talentless hacks who probably went into it thinking "wohooo, we have this xtrrreme new effect, so let's use it baybee!!"
Remember the early days of colored lighting and every game looking like being set inside a 70ies Disco?
Granted there are still some doing it today, but most of the time it's being used to good effect now. Give it time.
And think of it this way - if displacement mapping was viable on detailed scale today, you'd be seeing it misused in the same ways