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Could this new Tech be implemented in SL and solve lot of problems?


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  • Naiman Broome changed the title to Could this new Tech be implemented in SL and solve lot of problems?

That's a displacement map, a standard technique. The next step up from "bump maps". You can do that in Blender and see the results in Blender,, but Second Life can't use a displacement map.

render_materials_components_displacement

Bump map, displacement map, both. See the difference? How often do you get that close? Examples from the Blender manual.

The GPU does the work in systems which support this, and it slows down rendering.

It's neat, but not near the top of the rendering improvements SL needs. My rendering list would be roughly 1) physically-based rendering, so shiny objects don't turn white, 2) subsurface scattering, so skin looks more like skin, 3) more accurate shadows, so avatars don't look like they're floating above the ground and walls don't leak light at the base.

Edited by animats
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