Every now and again, I try and up the ante with displaced bricks. I don’t think I have ever quite managed it.
Ideally, I really want to get displacement working with BerconTile as we use this, in combination with Multitexture, to create our wall materials. I use a black and white version of the bercontile in the displacement (black joints and white bricks). 3D displacement takes ages, and is never completely clean. 2D displacement is much faster, but the diaplced geometry never aligns or tiles correctly correctly, even though the bercontile map is entirely procedural.
I have also now tried using bitmaps for both the diffuse and displacement slots, but I get very similar problems.
Could anyone please have a look at the attached scene and tell me how to solve this once and for all?
As I say, I really want to have BerconTile drive everything - the diffuse elements and the displacement. ‘Baking out’ large textures from Bercon is a slow and tedious process.
I don’t have BM installed so I just tested the bitmaps… First off, I don’t think vray displacement supports real world UV map size, only standard UVs. That may be why nothing is lining up. See attached…
I think it’s only the 2d displacement that doesn’t work with real world map sizes so 3d might work just fine. Render times though usually just make me switch a particular material over to normal UV coordinates rather than try the 3d.
It is because 2d displacement does not work with the “Tiling” parameters of Bitmap textures, and the “Real world map size” uses these parameters. It is unfortunately not easy to fix. On the other hand, 3d displacement works fine. Here
Good grief - we always use Real World mapping, and BerconTile pretty much demands it! Looks like we will have to create large panels of brick textures and displacement maps using Bercon, and then apply these panels as normal textures and use normal UV mapping. What a pain. I wonder if this can be solved?
The lack of real world size support in the VrayDisplacementMod is really annoying.
3d displacement is something that never worked for me. It’s not precise for things like tiles, linear gaps, etc.