Preview of Matrox Parhelia: DirectX 9 not quite fulfilled
Displacement Mapping II
Not only can displacement mapping be used for the geometry of the level, 3D models such as the player figures or objects can also benefit from it. You can imagine this very clearly, for example, in a role-play à la Morrowind, where you run into a stranger at night. Suddenly the full moon rises and the stranger turns into a werewolf in front of his own eyes.
Instead of using a completely new 3D model, a displacement map can simply be placed on the figure of the stranger, which, for example, protrude the mouth area further, the limbs appear more voluminous and the ears appear longer.
And the same in green, this time for objects. Ideally, the displacement mapped object is then embellished with a bump map and the impression of realism is almost perfect.
On the next page: Parhelia imDetail