Check the bump and bump+roughness disk platter image
Basically the scratches done via displacement mapping aren’t filtered trough sourface roughness using the previous approach. The new approach appies the roughness filtering on top of the displacement map, so even displaced geometry partecipates into the roughness map. physical based rendering pipeline is basically the swap between the bump and roughness filters.
Basically the scratches done via displacement mapping aren’t filtered trough sourface roughness using the previous approach. The new approach appies the roughness filtering on top of the displacement map, so even displaced geometry partecipates into the roughness map. physical based rendering pipeline is basically the swap between the bump and roughness filters.