I have created 32-bit height map in Blender using geometry position method - but it gives faceted result as if it did not take into account smoothing of normals. And in this case it loses to normal map - but: in Substance Painter one cannot create masks from normal maps since these are colored and not grayscale as height maps. So I prefer to use height map - e.g. rivets on fuselage.
Hi
seems to be interactions between subdivision and displacement.
With the displace modifier at 8 of subdivision result is different than displacement node…
But at 11 it’s the same.