i ve posted recently a similar problem with displacement.
i didn t use an extruded object, instead i had a poly objet with quad faces and i was getting nasty errors when using 3d displacement...no errors with 2d, but i needed to use the continuity option, so i had to use 3d.
then i remember this old tuturial about dispacement....and there was this "trick" on using a mesh smoth with 0 itenerations on the mesh and use 2d displacement to achieve the non detaching corners desired look. So i tried it...with few sucess i must add...it would work in the corners but as the poly was not a simple cube it woth produce some other problems....so i went on and on and after a good advise i just layed a tesselate mod on top of the mesh smooth and sticked to 2d disp and voilá!
it sorted out and produced a flawless displaced brick wall!
i didn t use an extruded object, instead i had a poly objet with quad faces and i was getting nasty errors when using 3d displacement...no errors with 2d, but i needed to use the continuity option, so i had to use 3d.
then i remember this old tuturial about dispacement....and there was this "trick" on using a mesh smoth with 0 itenerations on the mesh and use 2d displacement to achieve the non detaching corners desired look. So i tried it...with few sucess i must add...it would work in the corners but as the poly was not a simple cube it woth produce some other problems....so i went on and on and after a good advise i just layed a tesselate mod on top of the mesh smooth and sticked to 2d disp and voilá!

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