† Displacement mapping has less of an impact on render time and memory usage if you are using micropolygon rendering with no raytracing (for example, no raytraced shadows). Can be baked from a high-resolution model or generated from a normal pass.
Requires specialized texture painting tools. Can be baked by rendering a height pass in 3D applications. Larger impact with raytracing/PBR because renderer must generate displaced geometry.Įasy to manipulate in 2D apps, but can be hard to get desired result painting in 2D. Slower in raytracing/PBR because it adds polygons †. Small slowdown, requires multiple texture samples. Potentially large memory usage for lots of small polygons †. Uses more memory for 16/32 bits to avoid banding. Usually located: (. But I found a steam post suggesting that if you have TSLRCM installed then you should use the 'override' folder that the mod makes. Memory used by the texture, ideally greyscale. 1 Answer Sorted by: 0 I was and kind of still am in the same boat after this fix I found.