Hello!
this is not specific to houdini vray but but an issue for as long as we can remember and thought of checking this up.
We are doing alot of digital humans and we have often very detailed displacement maps from texturing.xyz and an issue we often ecounter is some weird shadows happening on faces when we have sharp angled lighting. The only way to get rid of this that we could find is to lower the displacement and soften the light but it never takes it all the way to being correct.
I do understand ofcourse that its like applying roughness to the shaders but this shadow looks incorrect to me even when considering that and cosidering the low values we use. The normal pass for example looks fine and not overly disped.
In this example below i have done a simple situation and you can see that weird harsch shadows start appearing even with very low displacement amount.
https://drive.google.com/file/d/1Lsw...ew?usp=sharing
this is not specific to houdini vray but but an issue for as long as we can remember and thought of checking this up.
We are doing alot of digital humans and we have often very detailed displacement maps from texturing.xyz and an issue we often ecounter is some weird shadows happening on faces when we have sharp angled lighting. The only way to get rid of this that we could find is to lower the displacement and soften the light but it never takes it all the way to being correct.
I do understand ofcourse that its like applying roughness to the shaders but this shadow looks incorrect to me even when considering that and cosidering the low values we use. The normal pass for example looks fine and not overly disped.
In this example below i have done a simple situation and you can see that weird harsch shadows start appearing even with very low displacement amount.
https://drive.google.com/file/d/1Lsw...ew?usp=sharing
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