Displacement Content Pack & Learning Resources
With the recent buzz around DirectX 11, you’ve probably heard a lot about one of its biggest new features: tessellation. As a concept, tessellation is a method of breaking down polygons into finer pieces. For example, in a game, it doesn’t really matter if a square is rendered as two triangles or two thousand triangles—tessellation only improves realism if the new triangles are put to use in depicting new information.
With DirectX 11, tessellation and displacement mapping finally come together in a happy union, and already, developers on jumping on board. Popular games like Alien vs. Predator and Metro 2033 use tessellation to produce smooth-looking models, and developers at Valve and id Software have done promising work on applying these techniques to their existing game characters.
Reallusion just released a new pack Displacement Power Tools to push the upgrade for the new generation of content optimized for your real-time production. Please leave your questions and comments under this thread, so we can better exchange ideas for the content design pipeline.
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