Hi
So I'm texturing some brick walls using PBR materials from Quixel Mixer. When using this shader on a new plane(or any new mesh with history), it appears fine. However, when I apply the same shader network to a wall that I've modified (seen on the screenshot, left side) it just appears flat.
I learned online and while at university to clear the mesh history once finished modifying to help keep the scene tidy?
Am I doing something wrong? Or should I
just keep the mesh history to allow the PBR to show the displacement maps?
Thanks,
Josh
Solved! Go to Solution.
Solved by mspeer. Go to Solution.
Hi!
Very likely the objects have different scale values, this also affects the scale of the displacement.
Just correct this.
For further help, please provide a scene-file.
Hi, thanks for your reply.
I just can't see it being a scale issue as the file nodes are all connected to one singular 'place2dTexture' node.
Here is the file with just the 2 walls in question. I've removed everything else to compress the size (hasn't changed the outcome of this problem. The textures are from Quixel Bridge, the one I used was called 'Rough Brick Wall'. I can only provide them from another link as the forums only lets me upload 3 files at a time.
Josh
Here are the textures I used from Quixel
https://quixel.com/megascans/home?search=brick&assetId=vh2pddg
Hi!
As assumed it is a scaling issue.
When your displace a surface by 0.1 and scale the object up by 1000, then you get a displacement of 100.
If you create a new large surface and apply the same shader (or use freeze transformation ) then you still get only a displacement of 0.1.
As your objects are very large also using a very large large displacement value is normal, so use whatever value you need.
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