I am trying to use vector displacement maps to simulate an ocean, the maps are created in Houdini, exported as 32bits openEXR, then I import in the displacement modifier and use a multires modifier to subdivide the plane.
It kind of work, but the results are far from what it looks like in Houdini.
The Displace modifier only works with one dimensional (greyscale) diplacement maps (FALSE INFO!). To use vector displacement maps you have to download the nightly (experimental) build of Blender 2.79 not the stable build. Google microdisplacement for more info. It’s an experimental feature.
Microdisplacement has been around for a while but only for one dimentional displacement, for vector displacement you have to use the nightly build.
Is this a world or tangent space displacement map? I tried with microdisplacement and it produces similar results to to what you have in Houdini if it’s read as a tangent space displacement map.
Okay, got both ways to work, but the micro-displacement way is much less memory intensive and renders faster, especially with larger maps, like this infinite ocean with 4K maps with a dicing scale of .1, but 4K is too low res for that level of details though, I would need 16K, maybe even 32K, which my cutrrent system just cant handle, but it is nice to have an infinite ocean without tiling!
Again, thanks everyone for all the help, I learned a few things today, which is always welcome!