Thanks for that. I see your point about the HDR, as 256 discrete steps
covering a large displacement can't be solved through interpolation.

I'll note an optimisation I don't know if you're aware of or not. In the
given example the greyscale image ranges from 0 to something like 128. In
your bump displacement you set bump amount to -0.24. Now because the image
intensity is only halfway of the maximum  range (all BMP's range 0 to 1 for
0 to 255 scale, the actual range of displament is 0 to -0.12. If you load
the bmp into PS and histogram it to the full range of 0 to 255, then set the
RS bump to -0.12, you get the same level of displacement but rendered much
faster (alternatively you can load the texture and apply a curve in RS but
the PS method has less overhead). That's because RS has to look for pixel
displacements up to the maximum, whether you use that peak level or not.
Setting a lower peak and ensuring your bumpmap covers the full spectrum
makes a big difference.

David Coombes
[EMAIL PROTECTED]

...
> Here's the project, including both textures (readjust the paths):
> http://www.xs4all.nl/~ath8n0r/div/HDRdisplacement.zip
>
> -Mark H
>

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