Hello, dear friends.
I model a simple room and the walls have to be tiled by ceramic tiles. I use texture+metallic+roughness map and normal map to get tile’s relief and seams (one material per wall).
The problem is: Normal Map gives a good pseudo-relief on display, but as is known it’s doesn’t work good (or doesn’t work at all) in Oculus
I tried to use Bump Offset to get a realistic seam between tiles and it looks not bad as on display and in Oculus. But if I try to use Bump Offset to model tile with a deep relief, somethink like that for example:
… I get bad picture with some lamination of texture:
So my question is: is it possible to get real deep relief in Oculus using Normal Map and Bump Offset only? Or I should use a real 3D-model of every tile? Will it be too expensive way?