OSL Parallax Mapping node in #Redshift allows you to render quite expressive surfaces without using displacement at all!
pictures: parallax off/parallax on

how to use it, a thread🔽 ImageImage
find "ParallaxOcclusionMapping.osl", click on Raw button and save it as file
github.com/redshift3d/Red…
create new Redshift material, add OSL Shader node, paste as text or link file with code from tweet above Image
after clicking "Compile" node will get some parameters;
Specify heighmap (displacement), plug in Tangent from State node and increase Depth Scale Image
then plug Uvw Out to offsets of all other textures used in material;
diffuse and normal maps required for desired effect, others are optional Image
Thats it! OSL performs computations based on camera position and outputs UV coordinates shift according to parallax effect.

So basically its just textures warping around your plane, but effect is significant! Image
Some additional nodes:
1. Finally your megascan imported textures will look bumpy!
2. No freezing out displacement tesselations — all thing performs in shader on GPU!
3. Diffuse, Normal and Height maps are required
4. Effect get noticable when camera close & tangential to surface Image
5. Shadows casted by other objects are not tweaked
6. So not tweaked actual geometry/intersections, etc

Conclusion: shaders are the power! And so gamedev industry 🙃

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