The tearing does not (only) occur at UV edges. I'm talking about displacement maps which work in other progress which do displacements. The issue is definitely caused by the 'displace, then shift back' process.Rikk The Gaijin wrote:The "tearing issue" cannot be fixed, it's a limitation of the displacement. You can workaround it by painting the edge of your UVs with a flat value in the displacement map, so they won't tear apart.
Displacement + Normal map problem
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- gordonrobb
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Tried some other displacement maps and changed camera angles. Found out I only get the weird shadow problems when I share or use the same map for displacement and bump. If they are different maps/ separate image files that have a slightly different pattern I am not getting the problems.anifex3D wrote:OK. I am not claiming to understand why after your statement that bump or normal map together doesn't work. But on my end Displacement, Bump or Normal are working fine together. At first they were not and I thought it was a rayepsilon issue. I put in .01 and then .001 and keep just adding a zero in it won't take the actual number and then I added one more zero to make .0001 the value set back to zero but it didn't because everything worked from that point on. I just changed the scene rayepsilon to zero after reading this post and it messed up the scene. Tried the zero trick and all is well again. Bump or Normal and displacement are all working together correctly.Karba wrote:Displacement map can't work with bump or normal map together, because of too complex math.
What is the point of using them together?
I uploaded the test results. This was just a quick simple scene setup for testing, I put the render in clay mode for better clarity on the maps.
I will try other scenes later to make sure this isn't just some fluke.
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