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Using VrayUVWRandomizer for displacement creates bad seams

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  • Using VrayUVWRandomizer for displacement creates bad seams

    I'm using a displacement map from Quixel that naturally tiles but I do not want repeating tiles so I'm using VrayUVWrandomizer as the mapping source in the vraybitmap. Even with blend at 0.5 the seams are really bad.

    I tried turning on keep continuity and reducing the filtering of the bitmap to 0.01. Nothing seems to work.

    Is there a solution to this?
    Regards

    Steve

    My Portfolio

  • #2
    Reducing the blend to 0.25 helps but there are still very visible seams! Could really do with some help on this asap please
    Regards

    Steve

    My Portfolio

    Comment


    • #3
      Is this on the GPU? Displacement with UVWrandomizer is still pretty hit and miss over here. With or without stochastic tiling. This looks to me like a similar problem as this: https://forums.chaosgroup.com/forum/...randomizer-gpu
      Check my blog

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      • #4
        I have some solution for this, but it’s not in the nightly builds yet. If you email me to vlado@chaosgroup.com with the version of 3ds Max that you are using, I can get you a build to try out (it will only work with the 3d displacement method though).

        Best regards,
        Vlado
        Last edited by vlado; 03-09-2020, 01:28 PM.
        I only act like I know everything, Rogers.

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        • #5
          Thanks Vlado. I'm emailing now
          Regards

          Steve

          My Portfolio

          Comment


          • #6
            Would love to test this too. Emailed a few days ago...
            Check my blog

            Comment


            • #7
              I did not receive a response from Vlado yet.
              Regards

              Steve

              My Portfolio

              Comment

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