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Inconsistent direction of Microdisplacement.
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Description

System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50

Blender Version
Broken: version: 2.83 (sub 6), branch: master, commit date: 2020-03-06 10:05, hash: rB7d9a5b7b10b4

Short description of error
Despite the normals being correct, for some unknown reason, the microdisplacement displaces in the wrong direction on some faces, and does it right on others. Flipping the normals, or inverting/rotating the UV does not fix it. I think i know a workaround, but I believe this should just work and would always displace based on the normal orientation of the face.

Exact steps for others to reproduce the error
Add a cube, add a cycles material with microdisplacement, see what faces go to what directions...

Event Timeline

Evan Wilson (EAW) closed this task as Archived.Mar 10 2020, 1:16 AM
Evan Wilson (EAW) claimed this task.

Thank you for the report. The reason you are having this issue is because you aren't using a displacement node.

https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/displacement.html

https://docs.blender.org/manual/en/latest/render/materials/components/displacement.html

If adding a displacement node doesn't fix the issue, please provide the simplified .blend file that is required to triage the issue.

Oh.
Didn't realise that was required.
Thank you. And sorry for wasting your time.
Maybe a warning of somesort would help? Like, turning the word "Displacement" red if a wrong data type is connected?...
I mean, for the most part, displacement still works without it, so nothing was signaling that I was doing something wrong.

However, adding a displacement node introduces one insignificant prob:


Now the shader creates gaps on corners.
This did not happen when I didn't use the displacement node. The planks connected perfectly on all edges: