MirceaKitsune heightmaps intended to displace vertices packed with the albedo / specular / normal / metallicity maps
No. the godot PBR material has height, this uses a parallax effect to create displacement. PBR materials will come with a height texture for this and for generating a normalmap, but sometimes these are different textures, one is displacement and the other is bump.
MirceaKitsune You shouldn't have to make a custom shader just to use that
no. it's 2024, these things are considered obsolete except for very special situations.
MirceaKitsune create a subdivided plane textured with a standard material then just plug the displacement image in along with all the other maps.
that is not how games are made in 2024.
MirceaKitsune here already seems to be a good place to add this: The standard material has a grow section, when enabled it gives you an amount slider which lets you shrink or expand the surface. Why not just add an optional texture input so the growth amount can be controlled by a texture? And maybe rename it from Grow to Displacement which would be a more fitting name.
because it's more expensive. grow is intended for outlines, not displacement.
Ok, I'll explain in more detail: back in... IDK 2008? crysis came out and made use of tesselation, this allowed to increase detail at close distances by procedurally generating geometry. this was in theory good for performance, but not all GPUs supported it and openGL didn't. so GPUs added support for tessellation and became better at it.
years passed and the consensus years ago was that tessellation is bad. a modern artist can more easily create a high poly mesh, and this is better handled by the GPU, than procedurally generated geometry that requires a texture.
It's been stated that more geometry is always preferred to using a bigger texture/more textures.
and Displacement is worse than tessellation. It shifts the vertices in a single direction and uses the existing geometry, so you need a higher poly mesh that will not be optimized.
Normally you are supposed to create your meshes, and you can optimize them at this stage.
The only instances where displacement is used is with water and maybe some other mesh.
MirceaKitsune When this feature can be implemented for the visual material, it would be great to also support it as a collision shape: We can then plug the image directly into a HeightMapShape or new shape type, allowing a subdivided plane to take collisions directly from a texture's displacement map.
that is not how things work.
The physics part of an engine and the visual part are SEPARATE, they don't interact with each other.
If you really need to displace a terrain with a texture for procedurally generated geometry, you are supposed to use the mesh tools, then generate the collision data.