Theoretically, you could use a low-res smooth mesh that represents large scale features and displace this with a hires mapping, generated from the same landscape. This should superimpose small-scale details on the rough mesh without huge displacement values. I haven't got convincing results yet... YET.


Until today :)
http://www.xs4all.nl/~ath8n0r/div/landscapedisplacement.jpg

30x30 nurbs mesh displaced by 1024x1024 textures. Something was wrong at the edges of the mesh but this makes the point. The mesh was generated from the same landscape as the textures. The mesh itself is taking care of the basic elevations and the displacement adds detail and eliminates the 'blobbiness' of the mesh.

This clearly shows the importance of keeping the whole dataflow in floating point, from landscape generation to conversions to rendering. That's been the pioneering Realsoft philosophy ever since V4... 64-bit floating point precision for everything. The bmp displacement is 'terraced' because there are only 256 discrete heights: the range is 0-255 integer. The hdr version is far superior! Of course you have to watch the output range (high dynamics!).

-Mark H

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