I think it’s day two or three with this engine not entirely sure, been having fun with procedural textures cause guess what? IT SUPPORTS NATIVE SHADERS!! (YAY), except there’s a bug. When making changes with the specific texture, displacement isn’t taken into account by the IPR (same goes for VFB rendering), it’s pretty consistent, it only works on the texture your working on, if you made a change with another texture the bug doesn’t work. I also made a python script to refresh the rendering cause it’s really consistent
Here’s a video showcasing the bug.
Here’s the scene file.
Here’s the script (if you want it).
P.S. I was changing the GI solver because cleaning up was taking awhile (probably because of the screen recorder). Also speed up the video it took longer than I expected it to be.
Is it really by design though? If I recall correctly 3ds Max behaves more in line of what you’d expect - I could be wrong but I think it recalcs the displacement upon any changes to the material or camera angle. This could be a good discourse here.
In 3ds Max displacement does not get updated on camera movement, nor on changes to the material (except for changes in displacement settings). It is by design.
Huh, then I’m plain wrong here Just out of curiosity, is that how it’s always been? I think I remember it refreshing when changing the displacement strength (min/max) at least. Could be wrong though!