Killeroo Mk2 SUBD Maps

These sample displacement maps are normalized (i.e. 0 to 1 greyscale values), so when setting your shader parameters, offset by -0.5 and multiply by 50 to get a -25 to +25 displacement range.

The "lin" prefix maps are for use with the standard linear subdivision of the UVs.

However, if your renderer supports smooth UVs, then you may want to try the maps with the "hard" prefix, indicating that they're for use with hard edged smooth UV subdivision. Using this subdivision scheme, the boundary of the UV shell stays fixed, but the internal UVs are smoothly interpolated across the surface. Especially suited to displacement maps, this subdivision method eliminates the occurrence of per-polygon seam artifacts in final renders.