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Surface edges showing when using displacement

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  • #16
    Great. Can you save it in 2023 we haven't had the guts to upgrade to 2024 yet ha.

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    • #17
      Actually I just recreated what I assumed you had initially done and it works perfectly well, so I'm not sure why yours didn't.
      Here is the comparison, using a 4 vertex path and the original 2 vertex shape.
      Attached Files
      https://www.behance.net/bartgelin

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      • #18
        After looking through your file and comparing both I think I found the culprit.

        The mapping options. I need to uncheck that to avoid obvious blends since they would run perfectly parallel.
        Attached Files

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        • #19
          So it doesn't work fixeighted see attached image. The seam was just well hidden. See when it's set to 0 to exaggerate it.

          Attached Files

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          • #20
            It seams UVW randomizer "changes the mapping based on the UV tile." - So I think it can't blend across UV tiles which is why I'm getting this error
            Attached Files

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            • #21
              Thta's not the same problem though. The first issue was bad topology and this is just the blending of the randomised tiles, which is going to happen somewhat, depending on the map used.
              In this version I added a triplanar and reduced the blend to an arbitrary very small amount to lessen the blurred joins, so there are no hard nasties as in your example. Hard to say whether it works without the diffuse but it may.
              Attached Files
              https://www.behance.net/bartgelin

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              • #22
                Thanks Fixeighted. I think I was going down the rabbit hole. Appreciate the help and guidance.

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                • #23
                  Hehe yeah rabbit holes are numerous and too easily encountered
                  https://www.behance.net/bartgelin

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                  • #24
                    On a final note/finding, if I switch from Vraydisplacement mod 3D Mapping to Subdivision it has much better results.

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