Announcement

Collapse
No announcement yet.

Surface edges showing when using displacement

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

  • Surface edges showing when using displacement

    Hi,

    I have a simple surface created through a loft and then noise adding onto it.

    For some reason the edges on the surface are being shown. I've tested it on a simple plane with the same settings and it works fine.

    Any ideas?
    Attached Files

  • #2
    How it should look
    Attached Files

    Comment


    • #3
      It is still occurring on the 'how it should look' version, albeit far reduced.
      I can't remember what the fix is for that but if you post the scene and displacement map then someone will be able to help I'm sure.
      https://www.behance.net/bartgelin

      Comment


      • #4
        Hi,

        No problem. Attached now. You might have to re-link the displacement map.

        Here is a Dropbox link - https://www.dropbox.com/s/m390vg6tcw...tTest.zip?dl=0

        Comment


        • #5
          I have not looked at the scene, but do you have long skinny polygons on that plane, rather than even quads?

          If so then that is your issue and you need to use a plane with even quads. If not, then I am not sure without looking at the scene.

          There was a recent thread about this. If this is the case you could also disable embree I believe. Would have to find that thread.

          Comment


          • #6
            Thanks for your reply.

            I went back and re did some things and then switching of and then back on edge 'keep continuity' seems to have fixed it.

            Thanks for the update Joe. I'll keep that in mind.

            Comment


            • #7

              You have a bit of a weird way of creating this plane. Anyway, if you create a plane with a nice square subdivision your problems will go away.

              Click image for larger version  Name:	Screenshot 2023-12-03 194906.png Views:	0 Size:	449.2 KB ID:	1196445

              Lol: crosspost, when I was testing you guys posted this.
              A.

              ---------------------
              www.digitaltwins.be

              Comment


              • #8
                If the plane does have non-standard quads you likely still get a little bit of the issue even with Keep Continuity off... Or at least I know I have seen it both ways.

                Comment


                • #9
                  Vizioen The reason I was creating the plane that way was that I could update the base spline/plane while updating an entire forest pro scene. See images. I tried a sweep before but decided with a loft instead.

                  And yes a standard plane with the displacement works which i could do but i wanted the suface tied to the forest pro area. As Joelaff said non standard quads will likely get some issues. Especially when stretched with noise.
                  Attached Files

                  Comment


                  • #10
                    One simple enough fix to still give you control is to refine the spline so there are 4 vertices, thus splitting the surface into nicely regular polys.
                    https://www.behance.net/bartgelin

                    Comment


                    • #11
                      So I found the "issue"

                      Basically when using the UVWRandomizer the blend is created straight down. So when the blend is set to 0.05 it fades the textures together giving off a strange look. See the image when the blend is set to '0' and set to '.05'
                      Attached Files

                      Comment


                      • #12
                        Increasing the blend to maximum helps fix the issue but it destroys a lot of the detail.
                        Attached Files

                        Comment


                        • #13
                          Did you try what I suggested?
                          https://www.behance.net/bartgelin

                          Comment


                          • #14
                            Hi,

                            Yes I did it only has 4 verts in the spline

                            I believe it's the UV's that at fault but I don't know the best way to fix that because I like how clean the UV's are when using a spline to create a surface.

                            Comment


                            • #15
                              I'm not sure that you uploaded the same scene as you are using. That is, it has only one spline which has 2 vertices...the one I modified to correct the geometry.
                              It's missing the other one you used for the loft, although the loft is somehow still working....presumably due to the edit poly on top, which seems odd but whatever
                              Here it anyway, maybe it'll help
                              Attached Files
                              https://www.behance.net/bartgelin

                              Comment

                              Working...
                              X