on the latest daily build (v8 03-12-2021) i noticed this thing and i’m gonna ask you if is a bug or not.
basically on a simple cube i added a noise map (with contrast cranked up) as displacement, cubic projection, and the displaced part close to the edges seems “shifted”. shouldn’t be straight? i know my english is not good, so i added an image to show you what i’m trying to explain.
if is not a bug, sorry for my stupid question.
thank you
It’s either that, or teared mesh at the sharp edges, pick your poison. At least you can fix this issue quite easily - just add support loops near every edge and you should have much better outcome.
I think at this point you should ask yourself, what result do you really expect to see? From the last examples, i can clearly see that displacement is working as expected - between support loops, it is displacing strictly perpendicular to the surface and between the edges and support loops, displacement direction is gradually leaning towards the edges to flush meet with the other surface. Alternative to this, would be big gaps in mesh at the hard edges, that’s how Corona displacement used to work many versions ago and nobody liked it.
ok, i understand now how it works even it would be better if the shifting would starts more close to the edges instead starting from the center of the polygon. many thanks for the answer!!
It can’t start at arbitrary position. If you want it to be closer to the edges, you need to move the support loops closer to those edges, but if the difference between original and displaced surfaces is relatively high, like in the last example, then nothing will help and you will still won’t have pretty result near the edges.
Hello,
can you share a scene with us? I can’t seem to reproduce this on my end. Please make sure to include any assets if used.
Thanks,
Jan
certainly, here it is
Test displacement.c4d (154 KB)



