Author Topic: Siding Texture – Undefined Batten – Displacement Issue  (Read 187 times)

2025-07-01, 02:04:40

Tonleal

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Hello everyone,

I'm having a recurring issue with batten definition in siding textures. Because of this, I usually prefer to model the board and batten manually rather than rely on textures.

This time, I acquired a texture that seemed perfect — but the problem persists: the batten lacks definition and appears distorted, often forming a kind of "Z" shape, even when I remove the normal map.

The displacement map also fails to provide sufficient definition for the battens, and I can’t reduce the displacement too much since I still need to maintain the volume.

What could be causing this?

Attached is an image showing how the texture should look — much more defined than what you see in my render (white version).


2025-07-01, 11:39:31
Reply #1

davetwo

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stupid question - have you adjusted Dispacememt screen size? If its at the default setting it may need to be reduced to 1 or .5 for the  displacement to stop stepping. (Performance tag of corona settings)

2025-07-01, 15:00:54
Reply #2

romullus

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I think that's perfect example where using Corona pattern would make more sense than using displacement.
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Yesterday at 04:25:18
Reply #3

Tonleal

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stupid question - have you adjusted Dispacememt screen size? If its at the default setting it may need to be reduced to 1 or .5 for the  displacement to stop stepping. (Performance tag of corona settings)

Yes I did, didnt solve. But it happens with the corona native siding materials too, I thought it was a commom problem for everyone who tried to apply it.

Yesterday at 04:27:10
Reply #4

Tonleal

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I think that's perfect example where using Corona pattern would make more sense than using displacement.

I will try it, thanks. But considering that even with the native corona siding materials I have this same issue I thought it would be something easier to solve :(

Yesterday at 10:38:31
Reply #5

romullus

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Not sure what you mean  by Corona native siding materials, but it's a common issue with displacement, it's just not very good at steep, sharp corners. You can improve situation by lowering displacement screen size as suggested, but it comes at the price of increased RAM consumption and longer parsing time and the issue is still there, just less visible. Better solution would be to modify your displacement maps by blurring them, so that displacement wouldn't have to work so hard and give much better result even at default settings. The downside of that method is that it can slightly change the look, so you must keep an eye to not over done it.
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