It still called displacement map but it it's the tesselation father and basically do the same thing. you can open your heightmapdata in photoshop and change it any time you want, and the changes will be rendered in real time.worldlife wrote:I doubt tessalation is available in DX9. What I know about tessalation is that it needs a different rendering pipeline that is only available in DX10+.
The terrain heightmapdata is not used as a texture in video card. It's a .raw picture, not .dds, which means it contains numeric data but not texture data. The terrain was computed and constructed by CPU programs. It's not true tessalation.
But it is worth looking into if you use those bump maps with parallax technic, for example, Parallax Occlusion Mapping described in DX9SDK in (DirectX SDK install dir)\Samples\C++\Direct3D\ParallaxOcclusionMapping. I once tried to implement this in staticmeshs but without success. I wonder it can be implemented in road or terrain.
I mean imagine to add a heightmap in your Terrain detail alpha channel and have it rendered in real 3d geometry at real time? That is possible and the engine supports it, just a matter of how to set the shader for it.
The other simpler way is to get a really HD 2k heightmap and use it with 0.5 scale, the whole terrain would be detailed as hell but it wont have the textures details and you will need to build a map from the ground





