Alright, so I've used Photoshop to create a displacement map for some tire tracks going off trail (A crashed truck)
Blender registers this fine using this node setup:
I also have Displacement set to "True" in the material settings (So it actually displaces the geometry of the mesh, not just a bump map).
Now I am trying to figure out how I should SubSurf it. I've watched BlenderGuru's video on using Adaptive SubSurf modifiers, which seems like a really convenient way of achieving what I'm going for. Using the following settings produces the following results:
From what I know, having the dicing scale set to 1px should subdivide the mesh again every pixel, correct? That should mean a perfect output, right? So why does the one simply using a SubSurf of 5 look better?
Right now it almost looks like something out of the Lego Movie. I guess it could be the displacement map, but I don't think that's the case because the displacement map is 4096x4096, and I blurred the displacement map to avoid jagged edges this seems to produce.
I've hit a wall. I have 6GB of VRAM (GTX 1060) and 8GB of RAM, so I need to be conservative with my geometry. If anyone want's to look around and see if they can find a solution, I've included the .BLEND: