Anyone know why my displacement goes funky when it reaches a curve? The exact same material on both the flat surface and the curve?
Did you try to switch to classic displacement and see if artefacts are gone?
Artifacts remain albeit not as extreme
Could it be that they are only visible from specific camera angle? If you’d try to rotate the camera, would those artifacts shift to other location or would they remain at the same position?
Is this railclone by chance? / Can you show a wire or screenshot with active edges of the object(s)?
Good Luck
Again, if I go more flat on, they are still there, but not as obvious
Does it help if you divide the geometry a bit so that you don’t have these elongated faces?
The shading/normals look a bit off, too…
in what way do the shading normals look off
Yes, I would also try a subdivide 1m or 0.5m mod on top. When 2.5d came to dailies I had a lot strange issues like that but no time to test/investigate in detail. And I was wondering about the lack of displacement tests with straight maps like checker on a cube for instance. Btw: I cannot see any shading in the wood of edges 8]
Good Luck
Haha gotta get those curves smooth
Nah, I just admired pokoy’s x-ray vision he uses obviously ![]()
Good Luck
No I can see it too, could be AA issue (3dsMax by default doesn’t do much of it) but also the spline.
Is it smooth in viewport when ‘edges’ are off ?
Über-vision everyone here it seems
Me cannot judge smoothing groups at all from that screenshot, the fate of mortals.
Good Luck
Don’t be sad, you’re certainly not alone at this :]
It’s a secret in-house version of the mighty enhance feature you see on TV ![]()
nah I meant the shading of displaced geometry, it looks a bit darker on the rounded section than I’d expect…
I’m not sure it’s darker, but the displacement is definitely more pronounced, possibly due to the curve itself and the angle of the light hitting it. I also don’t have the best graphics card in this machine it’s an old school K620. However it looks smooth in viewport (i’d like to think I’d recognise a smoothing issue if I saw one. There’s also a map set to screen in a composite node to make lighter patches across the facade and it could just be unfortunate placement of that map too. But for the curious I’ve attached without visible edges
See the other attachment too - doesn’t seem to happen in areas of shadow just when hit by direct light?
I would definitely try what others suggested, Corona can be quite picky on those very thin polygons. In fact, i think that removing every other edge from the round corner and then doing that couple more times, would likely solve the issue. For displacement you don’t want to have polygons that vary greatly in size and shape.
I think the answer is more geometry as suggested. Here I’ve added 25 horizontal connects to a section, the bit at the top before it meets the white brick and the artifcats are significantly reduced, compared to the section below and white brick above. For some reason though I was under the impression Corona’s displacement didn’t really on geometry subdivision. For what it’s worth, I’m not using autobump either - should I be?
Just to add to this, does anyone know why textures lack detail in Corona - i find this a lot. The brick for example, the crops I’m sending are from a 6k render. The texture I’m using is 8k.
Attached a 1:1 crop of the texture, but I can never seem to get that detail through in Corona. In this instance the texture is applied via a Corona Bitmap node with filtering set to 0.01 and bicubic smoother
Ok so displacement issues now solved. Simplified the curves as suggested by removing every other edge (twice), then added horizontal connects. Artifacts are gone. So just the texture quality question remaining. I’ve switched back to bilinear rather than bicubic as the texture is high res and it’s slightly better, but always still feels blurred. Have also tried disabling filtering for all textures and didn’t make much difference





