Replying to Dune's comments in another thread . . .
QuoteRegarding your other post, I don't really know how to solve that other than maybe distributing the displacement equally between positive and negative. So using a negative offset half the displacement. There have been issues before, but that has been (partially) solved. And the tree really needs a lot of vertices.
The 16-bit height maps that I export from Substance Painter use 0.5 as the midpoint, so anything less than should give you a negative displacement. That's why I've been using negative 0.5 as the displacement offset. I've tested this with 32-bit maps, too, which use zero as the midpoint, with similar results. You can minimize the problem by tweaking the offset value, but values over negative 0.5 can make the object look inflated and puffy. Like I said, it's too bad. This would be an amazing feature except for this.
All I'm trying to do is break up the silhouette of the branches, since the object will be in the foreground. Right now it seems the best option might be to import it into ZBrush, subdivide it into a couple million polys, and apply the height map as true geometry. Not sure my scene can take an object that large, though . . . it's already pretty heavy.