On the image attached you will see a displacement happening, however it’s not really the same for every wall. Some appear to have it (ceiling) whilst others seem to have no displacement at all. The ceiling, walls and floor are 1 object with all vertecis connected.
I’d like to see equal displacement on all surfaces.
Pixel size for displacement is 1, would prefer to use 2 but okay. The displacement is not in the material shader, but rather with a “CoronaDisplacementMod” on top of the object as a modifier.
Can you post your material setup? What kind of map is plugged into the displacement modifier? Any reason why you are using the displacement modifier rather than just displacement map in the material? Does it work fine if used in material?
I sent you a PM with the download link. There’s commercial stuff in there. So I went a little further in the displacement values and set the displacement to 0.6 pixels but the loading times are unacceptable + to much RAM usage. Also the walls are still different in displacement to my eyes at least so I don’t think there’s anything wrong in the scene itself i’m just struggling to get the displacement equal on all surfaces.
hey thanks for the input, however the issue is not the quality of the materials, it’s a WIP. For now I need to have the displacement overal the same on all the walls, so I’d like to know what I’m doing wrong, so I can continue with refining the material in a good way, being sure it’ll show like it should on all kinds of surfaces, vertical or horizontal…
I would suggest to temporarily remove diffuse map to better see what’s going on and move the light around the walls to see if it’s really displacement issue or it’s just current lighting setup is confusing you.
(solved over email)
The “issue” is related to the way Corona calculates displacement on faces with high angle difference. Subdividing the main object helps in this case make the result more “as expected”.