by funk » Thu Jan 12, 2023 3:58 am
funk
Thu Jan 12, 2023 3:58 am
We've talked about this on skype, but texture displacement is voxel based, so can be really fast, but has several limitations and can produce artifacts.
It's great if the artifacts aren't noticeable, but once you start running into issues, you need to use more traditional vertex displacement (the "vertex displacement" node).
Since you are working at small real world scales (small product shots) you will almost always need to reduce your ray epsilon (try dividing by 10, so "10um", or "0.00001") to avoid shadow artifacts.
Texture displacement doesn't respect the kernel ray epsilon value the same way as geometry though (it uses larger values), so this may not help in this particular case.
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