Announcement

Collapse
No announcement yet.

Help rendering displacement! Jagged final image

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Help rendering displacement! Jagged final image

    Trying to render a surface with a simple gradient for displacement map. The resulting image shows jagged edges. This has stumped me before, really hoping there is a simple solution.
    Attached Files
    Albert Gerard
    V-Ray architect

  • #2
    Increasing edge length perhaps. Should be the same across all software platforms.
     

    Comment


    • #3
      Originally posted by gadzooks View Post
      Increasing edge length
      Tried a range, no difference in the result.
      I also tried rebuilding the map as an uncompressed TIFF instead of JPEG.
      Albert Gerard
      V-Ray architect

      Comment


      • #4
        As a troubleshooting idea I'd like to cut the displacement map out of the equation entirely since it could be some kind of sampling error. (maybe?)
        Is there a way to create a repeating gradient using map options like "combine colour" "texture blend" and "checker"
        Albert Gerard
        V-Ray architect

        Comment


        • #5
          Underlying topology issue? All quads, nice and even? Try same test on a subdivided plane...

          Comment


          • #6
            subdivision works for me most of the time
            Bobby Parker
            www.bobby-parker.com
            e-mail: info@bobby-parker.com
            phone: 2188206812

            My current hardware setup:
            • Ryzen 9 5900x CPU
            • 128gb Vengeance RGB Pro RAM
            • NVIDIA GeForce RTX 4090 X2
            • ​Windows 11 Pro

            Comment


            • #7
              Youll get varied results if you use 8 / 16 / 32bit images. 8 bit will only work on things that are straight up and down mostly, like tyre wall text. Anything rounded will either need to built (or blurred) in16 / 32bit. Maps aside, youll want to lower your edge length, and up your subdivisions. Last project I did had view dependent on, in "normal" mode as opposed to 2d, 0.55 edge length, and 128 subdivisions. I was using ramps with noise to make my displacement, but even at those settings I still had some geo issues, but they were small enough to get away with.

              I also made sure my base mesh had enough subdivisions. (Not just render time subdivisions)
              Website
              https://mangobeard.com/
              Behance
              https://www.behance.net/seandunderdale

              Comment

              Working...
              X