displacement issues on imported revit mesh - quick fix?

Corona displacement mostly yields a bad result as it tears here and there on imported meshes from revit models. I hate having to clean up meshes, subdividing, cutting etc to fix this. I just want displacement to work more or less “out of the box”.

Has anyone found a nice work around for this?

Here is the ceiling with stripes displacement - sorry for low quality, its zoomed in IR, but I assume everyone knows what I’m talking about as it has been mentioned for some time, but I couldn’t really find a quick solution on the forum. Maybe I should do a feature request if this is something fixable or a new feature to disp?

Also, when using IR and I change to a new camera. Corona will not update the displacement materials. Only if I “stop” and click IR again it will update. Is there a setting somewhere for this? Feels odd that it doesn’t update with IR.



For the last part, Corona only calculates displacement for what is in the camera view on render start when displacement is in “Screen size” mode, and bases the accuracy of that displacement on how far away something is from the camera, which brings memory savings, but means if you move the camera once rendering is started then displacement for things off cam was not calculated. If you swap the displacement to World size, then it calculates all displacement in the scene at render start, using more memory and taking longer to calculate. You can change that either in the Displacement Modifier (handy if you only need some things in the scene in World Size mode), or in the Performance tab of the Render Set up if you want to affect everything in the scene with that setting at once (except things using Displacement Modifiers which override this setting).

While still being on the slight off-topic of IR and displacement, we have a request for “recalculate displacement” option for IR logged as (Report ID=CMAX-1560).
I think Frood had a script for this. (?)

Maybe a reset xForm on the geometry?

Try adding subdivide modifier in adaptive or variable curvature mode. It usually helps. Corona displacement doesn’t like elongated triangles, so subdivide adds more uniform geometry.
But again use adaptive or variable, cause default mode will just add more smaller elongated triangles. If I’m not mistaken, it seems that corona under the hood uses similar subdivision algorithm, as 3ds max standard one. That’s why we get artefacts like this, well that’s just speculation of mine.
Maybe someone from the team could clarify. And if it’s true, maybe it would be possible to implement something closer to adaptive subdivision algorithm.