The displacement texture details are disturbed in the highlight area

The displacement texture details are disturbed in the highlight area

hest917
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Message 1 of 10

The displacement texture details are disturbed in the highlight area

hest917
Participant
Participant

 

hest917_0-1692271750596.png

 

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740 Views
9 Replies
Replies (9)
Message 2 of 10

lee_griggs
Autodesk
Autodesk

Is this a file texture? If so, it could be a UV or a projection issue. Show/tell us more about the scene. 

Btw, you could avoid this issue by using a 3d shader like the cell_noise shader or by projecting the texture using a triplanar shader. Example here.

lee_griggs_0-1692274221701.png

 

Lee Griggs
Arnold rendering specialist
AUTODESK
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Message 3 of 10

hest917
Participant
Participant

Yes, this is the file texture, the first image below is the displacement tex effect, and the second one is the normal tex effect, the normal map has some strange black spot shapes. The model has unfolded uv, and the scene uses the aces workflow.

hest917_1-1692342312589.png

hest917_2-1692342327253.png

 

 

 

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Message 4 of 10

lee_griggs
Autodesk
Autodesk

Can you upload a simplified scene file with textures, please?

Lee Griggs
Arnold rendering specialist
AUTODESK
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Message 5 of 10

hest917
Participant
Participant

Of course, now I've restored the detail in the highlights by making the area and spread of the light smaller. The only question now is how to make the texture cleaner. Thank you for your reply.

hest917_0-1692441555641.png

 

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Message 6 of 10

maxtarpini
Collaborator
Collaborator

For super crisp bump you might want to approach this with microfacet normal mapping.. 
https://www.rombo.tools/2020/06/19/microfacet-based-normal-mapping/ 

 

No displacement used, better seen at full rez.


crock_microbump.png

 

Another approach might be this one where we use a discrete reflection model to break up continuosly smooth highlights so the more you zoom in the more you gain detail (instead to lose it with a blocky or too smooth appearance). 

https://www.rombo.tools/portfolio/spanish-leather-boots/

 

These are two main problems in CG shading but because there ain't a general common understanding of them you might fail to understand them completely or you might fail to be convinced that you need other ways to approach these.. of course a lot can still be done in your case with a classic approach but the fundamental flaws would still persist.

Message 7 of 10

lee_griggs
Autodesk
Autodesk
Accepted solution

>The only question now is how to make the texture cleaner. Thank you for your reply.

 

Increase Camera (AA), change the filter_type/width, or adjust the image.mipmap_bias.

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 8 of 10

hest917
Participant
Participant
Thank you very much. Perfect solution. Blur the texture by reducing image.mipmap_bias and add filter_type/width to recover the detail.
Message 9 of 10

hest917
Participant
Participant
This looks great!
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Message 10 of 10

thiago.ize
Autodesk
Autodesk

Another option might be to increase options.texture_max_sharpen. It defaults to 1.5. Try setting it to something large like 100.