Rebo, Youâre right on the money. Except I used the scaling of the Y-axis of the bone that squeezes the eyelids, although I also slightly rotate it. They do not really exist in the geometry, those eyelids, so squeezing a bone just brings the few polygons closer together to give the impression of the eyelids closing. Since the fold of those eyelids is also in the displacement map, but should vanish when the eyelids are pressed close hard I made this additional map. It only begins to blend after a certain threshold of the Y-scale.
The fact that memory is saved is actually just a beautiful side effect of the textureDeform principle. Iâm saying this in advance, but textureDeform is not made to effect UVmaps, but to either deform any other form of mapping or to be its own mapping. UVmaps require a bit more complicated routine for the readout as well and can never be as fast as primitive types of mapping (planar, cylindrical, etcâŚ) âŚhowever, the other reason for why I decided not to waste any time on working UVs in there was the fact that displacement map driven low res subdivision geometries are very sensitive to the map itself. You canât just offset anything on the UV coordinates, because it would break the placement of the deformations undesirably in 99% of all possible cases. However, through the bones we have a freeform type of mapping that is even designed to allow twisting around bends, which other wise has previously been impossible to even think of. Iâm very excited to see what people will come up with as soon as they get there hands on this. Too many new possibilities!!!
Thanx for taking over in answering, Rebo! Very cool! 

