Hi - I'm having some trouble using Arnold Displacement, C4DtoA, on a face mesh. The texture looks great on a flat plane, but once I add it to a more complex mesh, the geometry begins overlapping itself. Is there any way around that?
What is the texture being used as a displacement? Is it 32-bit? Have you tried increasing the subdivision iterations on the mesh? Do you have a render with it on the plane?
This is the same texture applied to a plane. Although this one has color, it's still the same texture. This is a 4k, 16 bit texture. Technically it's a 10-bit video file that I brought in to AE and time remapped and outputted as a PNG sequence. However, I'm not sure if that explains why it's giving me that overlapping geometry in my original post? Thanks for your help.
I should've also said - my subdivision iterations are around 7-8. Pretty high. I've tried changing the subdivision "type" from linear to catclark - but nothing really changes the overlapping geometry. Perhaps its a UV issue?
Nice 🙂 I can maybe see why that high-frequency texture might cause issues on more complex geo. If you reduce the displacement intensity do you still get the same issue? What are the normals like on the geo? Are they facing in the right direction?
>Perhaps its a UV issue?
Possibly. How is it UV'd?