3
« on: 2025-01-19, 14:27:01 »
Are there any plans to drastically improve displacement because frankly it's still absolutely terrible and absolutely riddled with artifacts.
The ONLY way to get displacement to behave correctly is by having a perfect quad mesh with dense uniformly sized quads, which is ridiculous in the context of modeling buildings with chamfered edges because the size of the uniform quads would need be driven by the tightness of the edges around the chamfers. And absolutely nobody is modeling walls/buildings with perfectly uniform tiny quads. Model basic wall, add edge loops for window openings, delete poly to create window opening, chamfer modifier for rounded corners. That should be more than enough for modeling buildings. But no, not if you want to use displacement. Then you have to make sure the geometry is perfectly uniform quads.
It doesn't even work on simple flat surface, see the driveway in the artifacts screenshot below. That's a spline for the main shape, then extruded, then edit poly with everything but the top face deleted.
The screenshots below are an override material with preserve disaplacement enabled. 1px for the displacement. 5k render. The override shader has wires to highlight just how many artifacts there still are.
I've also done a simple version with some simply geometry, however, in this example I've made the driveway a really dense quad mesh so you can see how the displacement improves. But I couldn't imagine refining that simple piece of geometry to a dense uniform quad mesh just to get displacement to work properly. It's just not practical in the context of a full scene with full buildings as opposed to simplified example geometry. The mesh in the viewport screenshot should be more than enough for a typical building.
Displacement is a mess.