I don't want to post it as example, but I will describe my use-case scenario when subdivision method like Corona fails. Microdetail at high-resolution.
I have chair, that is made of transparent fabric, thickness of 1-2mm. Therefore my detail needs be in sub <1mm (To illustrate how that measure in px, if my fabric was up-close to camera, I would need 1px disp detail...at 8k resolution which are my finals).
The more surface area I have (I need multiple chairs of course), I can very quickly get into
100GB for of displacement in memory alone. (No, bump&normal is not replacement, I am talking complex 3D dimension pattern that alters the visual behavior).
With 2D disp from Vray, or the one from F-Storm (or even geopattern), my memory stops rising the moment the algorithm displaces the first tile of the texture map. And then it doesn't matter what resolution I render, or how much surface my displacement cover.
That sort of algorithm is absolutely superior in every regard. Corona is ok, usable only if I use it for crude way, like displace bunch of ground with mud&rocks, where I never need more than 2-3px detail. The moment I need both super-detail and high-surface coverage, it fails.
To get rid of those issues, you have to set it up in world space unit. Try to reach the same quality with these settings and your computer will explode.
Yep, absolutely this.