I’ve been trying to perforate holes in metal with VRaydisplacementMod but a strange seam happens. If I put the same map in opacity and add a shell, everything renders as it should.
The 2d mapping (landscape) method will ignore the Tiling parameters specified in the textures themselves; as a side effect this means that it will not work with the Real-world map size options in the Bitmap and other textures. Instead, you must modify the UVW coordinates of the object, or use the 3d mapping method.
Making a test right now with the tiling transferred into a UVW Xform
Holy shit that just solved a lot of headaches for me, too.
RTFM or not - is there no way this issue can be avoided? As in making it work with texture tiling?