I cannot get this to work in any way consistently as a vray displacement map on a plane.
It will sometimes work the first time, as in the first image, then any arbitrary change in either the plane size
or the texture parameters themselves results in the flattened outcome of the second image.
If I randomly either move the plane around or play with any random parameter in the texture, then the alert pops up -
when I click ‘yes’ it changes nothing in the displacement modifier but it at least renders the displacement again.
However if I then change something it will again break.
Am I using it incorrectly or is it a little broken?
This happens with both Max 20/Vray 3 and 21 with 5, although it seems a bit easier to force the pop-up ‘reset’ in Max 20.
This is only using cpu and both ipr and normal render the same.
Hi,
Can’t get the same issue here in a quick test with Max 2020 / V-Ray 5 and latest Phoenix build. Can you give me your max file? What is the exact Phoenix build installed?
I don’t have Phoenix fully, as I only had the trial.
What I have always thought, and have read in other posts, is that the map functions without the need for a full version. Maybe that has changed.
Yes, they can be used that way. Just need any more details to be able to replicate the issue with the Displacement, and its possible that we have this fixed in the recent builds.
It seems that in today’s tests everything is now running as expected.
It’s possible that my scene units or a combination of possibly incorrect settings was causing the
strange behaviour in the initial post.
If it reverts to odd behaviour then I’ll post the scene immediately.
Thanks for taking a look.
One thing I have noticed is that the amount of segments in the plane I used makes no difference at all.
I set it to 1000x1000 and then 1x1 and the result is identical, which seems counterintuitive, though of course fantastic, as the scene is smaller.
Thank you for the update.
The subdivision level is controlled by the V-Ray Displacement (Vector mode) and the Edge length parameter. So the plane will be subdivided in all cases to the desired level.
Ah ok. Oddly, this video https://www.youtube.com/watch?v=Ia\_rpv29e\_Y&feature=emb\_logo&ab\_channel=ChaosGroupTV
actually has that step included, where he inputs 1000x1000, specifically saying it was needed. It’s an old video of course, so that may have been the case back then - but I always assumed that displacement needed
more segments to save on lowering the modifier’s parameters.
yes, this way the Displacement modifier will make less subdivisions at the render time, but I don’t expect to get different relief result at the end actually.