Hello there. Im using bunch of planes one to one with 4k displacement maps from world machine. Nice solution in terms of render time.
Though im getting strange artifacts on the edge of every tile, as on the pic im posting. It ruins the whole idea of building a big terrain out of tiles.
Same issue perstist if i'm converting the scene to standalone. Please help!
World Machine displacement edge artifacts
Moderators: ChrisHekman, aoktar
Unfortunately it is noticeable.Bulwerk wrote:What I find has helped is to scale all the image maps uniformly (including displacement) by a really small factor.
for example change from 1.0 to 1.001
It's so small that I did not notice the change when using tiles.
After some research I found that this is happening because tiling of the textures is on.
And I can't find how to disable this tiling.
Does anyone knows how to do it?
Also why this is a problem if you make tiled terrains. Pikes will not be visible.
Also It's better to use displacement as a helper for details on lowres terrains. Not over a plane with high amount displacement.
Also It's better to use displacement as a helper for details on lowres terrains. Not over a plane with high amount displacement.
Octane For Cinema 4D developer / 3d generalist
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3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
pikes are visible on tiled terrains, because each tile is a different material, beacuse 8k is maxres.aoktar wrote:Also why this is a problem if you make tiled terrains. Pikes will not be visible.
Also It's better to use displacement as a helper for details on lowres terrains. Not over a plane with high amount displacement.
didn't really get the thing about displacement as a helper, can you please expand?
I tried illustrating it in this scene file, https://we.tl/MS7Wm5UXYd the issue with the tiles and the glitching should be clear I hope. Can you please advice how to avoid these glitches on the edges of displacements in general? As shown also, I can get the glitch to go away by cropping the polygon a bit, but that solution is no good for tiles, because it removes the area on the edges from the displacement, from there I finally tried scaling the UV manually (...) but this doesn't seem able to get me to the final goal of seamless tiles of displacement.