- traditional difference map - you take TWO meshes. one mesh is hires sculpt, the other mesh is low poly cage that will be displaced at render time. the difference between HIRES and LORES is encoded into the LOW RES MESH'S UV MAP TEXTURE. only ONE uv map is taken into consideration.
- vector displacement map - you take TWO meshes. one mesh is hires sculpt, the other mesh is low poly cage that will be displaced at render time. the difference between HIRES and LORES is encoded in the LOW RES MESH"S UV MAP TEXTURE. BUT... when that comparison between hires and lores is made, BOTH the hires mesh's uvs and the lores mesh's uvs are taken into account and a CORRESPONDENCE is made between the uvs.
this allows the computer to say "ah, this vertex on the lores mesh CORRESPONDS to that vertex on the hires mesh". in traditional difference mapping, THEY DON'T CARE about correspondence, just the distance from hires to the NEAREST POINT on the lores.
since a correspondence is made, a determination can be made in regards not only how far away a point is from the nearest point on the other mesh, but we can say that the corresponding vertex went up 2 and left 3 and forward 7.
THIS allows you to encode undercuts like mushrooms.
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hum...
wouldn't that mean, you need a hires and a lores mesh?
or how does it work, with directly using a texture?
(MPD is clear, but VDM?)
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Edit: ah!
I found a pic of such a map

I think, now I have a slight idea, how it works
http://www.xsibase.com/forum/index.php? ... 34;start=0