My displacement map planet in space
I didn’t do Bender statue, because I know understood it will be time consuming. A lot of UV unwrap, and matching scaling texture display modifier. Maybe I do this in a different project.
And I spend some time to fix the cone. But somehow, it fights back … Giving difficulties in texture scaling vs displacement map.
Rendered in Eevee, but you probably guessed it already.
I reply to myself, because I’m bit surprised that in Cycles the displacement modifier, isn’t active or what …
Sharp corners everywhere. No smoothing (which is on). Tomorrow a new, fresh day …
Remember to turn on experimental features
Problem solved! I relocated my project files, but forgot to fix the filelink to the displacement map locations.
The diffuse map, was colourd magenta. To let the user know an image is missing. But this kind of info is missing, using textures (external).
See Ya!
It is still based on a experimental Blender feature.
You need turn than on.
And there is a chance it will not work on both renders (Cycle, Eevee).
But also which blender version are you using (2.81a ?)
Lets help !
Futzing around I found some sliders that got me results. Thank you.
I did the donut and it looks OK. But I get weird artifacts with Cycles when rendering - however not in viewport. The artifacts are small triangles that seem to get missed by Cycles. I’m using Blender 2.82.7.
Below are Eevee and Cycles renders so the triangles can easily be identified by flipping between the two previews, as well as a screenshot of Blender with the viewport rendered by Cycles - without artifacts this time.
Eevee:
Cycles (Render):
Cycles (Viewport):
Any ideas why this might happen?
EDIT: Never mind, I found the issue during the next lecture: I had subsurface set to 2 for rendering and 6 for viewport. Setting rendering to the same (or a higher) subsurface level fixes the issue. Always learning
I got a bit excited about displacement mapping, and tried a few things out. The first image was rendered with Eevee, the second with Cycles.
Ice crystals …