Hi, i'm trying to apply a displacement material to an imported mesh object which is a simple box with rounded corners:
The resulting rendering looks horrible:
However, a bump map material has no problems:
And the C4D material, although it also has problems with displacement, is a lot more evenly spread out than the Arnold displacement:
As I understand, the Arnold displacement uses the tesselation of the mesh object to calculate the size and position of the displacement, whereas bump uses the UV of the mesh object. Is this correct? And if so, is there any way to achieve a decent displacement rendering with Arnold using this mesh object?
Thanks.
displacement-test.zip (mesh object)
Solved! Go to Solution.
Solved by Stephen.Blair. Go to Solution.
Displacement displaces vertices, so you need to subdivide (adaptive) or enable autobump.
autobump gives you the effect of displacement between existing vertices, so you don't have to subdivide as much.
Thank you Stephen, now I understand the purpose of Auto bump. Setting it on solves the unevenness problem.
Subdivision type none:
Subdivision type Catclark, iterations 0:
Subdivision type Catclark, iterations 1:
There are some streaks visible along the blend edges, the best seems to be the middle solution.
I've finally achieved a good result. In the network editor I had a 3D bump node which caused problems, so I removed that to get a simple noise > normal displacement > arnold displacement setup. Also, I ran the Optimize command on the mesh object, then generated a new UVW tag from a cubic projection, then set the noise space to UV.
Subdivision type Catclark, iterations 0, Auto bump on: