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Why do I have to scale my Displacement Map?

Posted: Wed Feb 05, 2020 5:26 pm
by viersjs
Hi all,

This is driving me crazy. I've found that when I increase the height of my Displacement map, the UV image scales up too. So I have to compensate by reducing its scale in the UV transform boxes.

If I'm using a material from Megascans, shouldn't everything line up perfectly? What is happening in my Displacement settings that is causing my texture to enlarge?

In the image below, you can see that I've had to scale my Displacement in the UV transform to .4 (and it's close, but not perfect). If my diffuse and displacement are both box projections, shouldn't they line up perfectly if they are both scaled to 1.0??
DisplacementSettings_Scaled.jpg

Thank you for any insight!
Josh

Re: Why do I have to scale my Displacement Map?

Posted: Thu Feb 06, 2020 8:12 am
by bepeg4d
Hi,
do you mind to upgrade to v4.05 and try again?
If not enough, please share an .orbx (not .ocs) file, thanks.
ciao Beppe

Re: Why do I have to scale my Displacement Map?

Posted: Sat Feb 08, 2020 5:04 am
by viersjs
I'll definitely upgrade if it's free, if not, I'll have to wait. Will upgrading to v4.05 solve the problem?

I've figured out what the problem seems to be: I usually set my textures to a Box projection, and the image I use for displacement is treated as if I have set it to use the Mesh UVs (and not Box). If I plug the displacement image into the diffuse channel it aligns to a Box projection. So something about the Displacement node is resetting my image to use Mesh UVs.

Thank you for any insight!

Re: Why do I have to scale my Displacement Map?

Posted: Mon Feb 10, 2020 7:28 am
by bepeg4d
Yes, 4.05 is free for v3/v4 users:
http://render.otoy.com/customerdownload ... 05_win.exe

Please, Expand the Box Projection node, and connect it to both textures:
EB4F7BC7-93D5-4F41-91FA-D683DC833D33.jpeg
ciao Beppe