not sure if this is on me or a bug of some kind, alot of time i get nasty banding artefacts on displacement.
the same maps work fine in c4d and blender but in unreal its bad.
tried jpg, png, and tiff.
any ideas?
displacement map banding
Moderator: ChrisHekman
- ChrisHekman
- Posts: 1062
- Joined: Wed Jan 18, 2017 3:09 pm
What is your setup here? Unreal material? Octane material? Orbx import?
- EvolverInteractive
- Posts: 133
- Joined: Thu Dec 27, 2018 7:31 am
what the texture displacement resolution setting set tp inside the texture displacement node?
hi evolver,
i have tried every resolution but banding is there.
one thing i´ve noticed. the terrain map is from an older project and does not conform to the 1:1 format.
the resolution is 8k times 6k.
could this be the reason chris? should i have all the textures in the square format?
i have tried every resolution but banding is there.
one thing i´ve noticed. the terrain map is from an older project and does not conform to the 1:1 format.
the resolution is 8k times 6k.
could this be the reason chris? should i have all the textures in the square format?
- EvolverInteractive
- Posts: 133
- Joined: Thu Dec 27, 2018 7:31 am
Upload a link and we can check it out.
hi evolver,
here is a test.
https://we.tl/t-m3HUc4Mymf
it seems to me that there is a certain compression happening when i import the image but i have tried many formats.
the same file in blender looks fine even when i push the height.
its as if unreal converts images to 8bit for some reason.
ive looked under compression, tried deferred but its stepping always.
here is a test.
https://we.tl/t-m3HUc4Mymf
it seems to me that there is a certain compression happening when i import the image but i have tried many formats.
the same file in blender looks fine even when i push the height.
its as if unreal converts images to 8bit for some reason.
ive looked under compression, tried deferred but its stepping always.
- ChrisHekman
- Posts: 1062
- Joined: Wed Jan 18, 2017 3:09 pm
Thanks, I found the issue. Apparently the HDR path for Texture2D wasnt used and all textures are loaded as 8bit RGBA textures. This crippled pixel granularity which causes the banding effect