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displacement map banding

Posted: Wed Jun 24, 2020 10:14 am
by crackfox
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?

Re: displacement map banding

Posted: Wed Jun 24, 2020 10:24 am
by crackfox
here is an example.

left is c4d and right unreal_

Re: displacement map banding

Posted: Wed Jun 24, 2020 1:34 pm
by ChrisHekman
What is your setup here? Unreal material? Octane material? Orbx import?

Re: displacement map banding

Posted: Thu Jun 25, 2020 11:58 am
by crackfox
its a very simple setup - octane material on a plane.

Re: displacement map banding

Posted: Thu Jun 25, 2020 5:50 pm
by EvolverInteractive
what the texture displacement resolution setting set tp inside the texture displacement node?

Re: displacement map banding

Posted: Fri Jun 26, 2020 12:19 pm
by crackfox
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?

Re: displacement map banding

Posted: Sun Jun 28, 2020 2:54 am
by EvolverInteractive
Upload a link and we can check it out.

Re: displacement map banding

Posted: Sun Jun 28, 2020 2:39 pm
by crackfox
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.

Re: displacement map banding

Posted: Mon Jun 29, 2020 12:29 pm
by crackfox
i think the culprit is the compression format.
no matter what i choose, in the details tab i am stuck with B8G8R8A8

Re: displacement map banding

Posted: Mon Jun 29, 2020 12:31 pm
by ChrisHekman
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